RhapsodyInGeek's Recent Forum Activity

  • Before taking StephenC's suggestion to heart, if you want someone to help you should post a capx for us to look at first. That way we can get a better grasp on what the problem is.

  • Salivating with anticipation here. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • You can stick them all in a single family, then apply the condition checks to that family.

    Drag Item #1 is in Family "Drag"

    Drag Item #2 is in Family "Drag"

    if Family "Drag" is being dragged, set opacity to 50%

    Something like that.

  • Maybe if you differentiated the releases by adding the suffix "stable" and "beta" to the ends of each release that could link to a page with the differences and recommendations? Might make it clearer (though honestly I felt it was clear from the get go).

  • I used to frequent both RMXP.net and RMXP.org a lot. I remember really appreciating that community in the past, taught me a lot about proper game design.

    Glad to see you guys adopting Construct 2! It really is a pretty incredible creation kit.

  • I already purchased a license back when it was first announced that you were working on Spriter. Does that still count as a pre-order including the C2 plugin or did I pay too soon?

  • Sorry, I misunderstood your problem. But the concept I gave you will still work, you just gotta make sure the normal bullets have the same check.

    Really though, I recommend Shindoh's suggestion above. I just gave it a lookover and it's pretty tight. Should work fine.

  • Try a "For Each Object" condition. It's a System Object condition.

    ++ For Each Object (Bullet)

    ++ if Bullet.Value('fire') = 0

    --> Position Samus (@ Cannon)

    --> Bullet Set Angle to Samus.Angle

    + Right mouse button released

    ++ For Each Object (Bullet)

    ++ if Bullet.Value('fire') = 0

    --> Set Bullet Speed = 500

    --> Set Bullet.Value('fire') = 1

  • Try giving the Bullet a PV like 'fired' or something. Then try...

    + Right mouse button is down

    ++ Trigger Once

    --> Spawn Bullet Samus (@ Cannon)

    --> Set Bullet Speed = 0

    --> Set Bullet.Value('fire') = 0

    ++ if Bullet.Value('fire') = 0

    --> Position Samus (@ Cannon)

    --> Bullet Set Angle to Samus.Angle

    + Right mouse button released

    ++ if Bullet.Value('fire') = 0

    --> Set Bullet Speed = 500

    --> Set Bullet.Value('fire') = 1

    That should do it, I think. Not too complicated either, and only requires 1 additional PV.

  • Actually, just realized what was going on. It's not actually a bug, but rather working as intended.

    When you spawn an object through an instance of another object, it automatically sets the "child" object's angle to the "parent" object's.

    Set "Sprite3"'s hotspot in your cap to any location you want, off center (just to show you that it works properly is all). Then go to "Sprite3"'s Angle options and check Auto-mirror. It will spawn at the correct position.

    No bugs, just hidden features that need to be accounted for. <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Let's say you had a sprite called CursorSprite that you wanted to use as your mouse cursor. You set CursorSprite's position to Mouse.X and Mouse.Y every tick and hide the default mouse cursor by setting the Mouse's cursor type to "none".

    Then you only test for the CursorSprite's position. Instead of doing "is mouse over object?" you do "is CursorSprite overlapping object?" And instead of comparing "Mouse.X" or "Mouse.Y", you compare "CursorSprite.X" and "CursorSprite.Y". The only mouse conditions you would really end up needing are the "On button clicked/button down" conditions.

    That's how I do it anyway.

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RhapsodyInGeek

Member since 3 Oct, 2010

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