Emperor Ing's Recent Forum Activity

  • Tested it out and that worked like a charm!

    I am pretty limited in my knowledge of certain C.0X functions, so the thought to use absolute values in System CompareValues never crossed my mind.

    Thanks a whole bunch!

  • Updated. The area in question is Layout "L3", with the event sheet "Enemies"

  • .CAP file in question

    What I would like to happen:

    An enemy I have in a spaceship horizontal-scrolling game has the set movement pattern of up-and-down.

    While it is traveling down, I have set its private variable "BulletTime" to 1.

    IF BulletTime is 1, and IF the Enemy's Y is equal to the Player's Y, it should spawn a bullet "Ray"

    If the player's X is less than Enemy, "Ray" moves at angle 180.

    If the player's X is greater, "Ray" moves at angle 0.

    However, this should only happen once per cycle; I don't want to have a sheet of bullets following my player (this is what happens when I set the parameters to anything BUT Player.Y = Enemy.Y).

    What DOES happen:

    The enemy moves down, and then fires the "Ray", but only does so once in its entire movement cycle. Naturally to avoid getting hit, the player will have to move out of the way, but once the player moves out of its initial position, the enemy will not fire again.

    What my events look like:

    NOTE -If you wish to look at a .CAP, just ask, if this isn't helping-

    NOTE2 -the private variable 'Border' determines which direction the enemy moves in

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/SSATroubleShoot1.jpg">

  • A good thing for you newbies if you haven't already is to check Jamesx's topic in the Help and Tutorials section, which lists every single tutorial that he has found on this site.

  • Minitroid looks better every time I see it.

  • In these scenarios it's best to post a .CAP file (uploaded to mediafire or something), or post screencaps of the event sheet in question.

  • I should think that would be the least the fellas up top could do, ie, at least a user-friendly manual for its functions. C2's descriptions of events and actions already go a long way, but I look forward to even more being put in that regard.

  • That looks truly delightful. I can't wait to see what you guys got there!

    I've been working hard on a game myself in C.0x, and I'd say I'm about 50% done.

    It's a four-level space ship flying game that is in some ways an homage to the Darius series by Taito (anyone ever play those?).

    Last night I spent a large chunk of time making the sprites of the enemies of the third level, and the "final boss," so to speak.

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/GranGola.jpg">

    A nice big sunfish, for all you midwesterners out there : D

    He took quite a while to make, considering I made him basically pixel-by-pixel in MS Paint.

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/SSAPreview1.jpg">

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/SSAPreview2.jpg">

    I also did custom music for the entire game, which I can't post right now, but I will soon. It's a pretty bitchin' score.

  • I must say, you're quite the Dude, Rojo.

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  • That's a pretty legit-lookin' game you have there. Nice!

  • So I assume that when you have the action "Play Sound", it works much like the "App Path" thingy C.X had? Or do I have to make the project as a file, and then put the sound in that file? -Sorry if that's confusing-

    EG,

    I have action Play sound, and the file is:

    "Project / Sounds / Sound.wav"?

  • The way I've been kinda seeing it, C.X was a tutorial for C2, in a sense.

    Dicking around in C.X for a long time has made dicking around in C2 much easier.

    Though at this stage, I'd stick to using C.X until C2 has as much features as its predecessor had.

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Emperor Ing

Member since 18 Dec, 2010

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