SullyTheStrange's Recent Forum Activity

  • No problem. Welcome to Construct 2 by the way! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • The problem is, to put it simply, your animation system was way too complicated. <img src="smileys/smiley17.gif" border="0" align="middle" /> I reworked it for you to only use a few events. It's much easier to follow now and (unless I'm missing something) works exactly the same in the end. Lemme know if you have any questions about it!

    db.tt/0XpYgDky

    The sound might not work the way you want it to, so feel free to change all that. I didn't pay much attention to the sound.

  • No problem. <img src="smileys/smiley1.gif" border="0" align="middle" /> Don't hesitate to ask if you have any more questions!

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  • dl.dropbox.com/u/19702035/bullet.capx

    Here you go! It's a VERY quick example, but it illustrates the principle pretty simply.

  • This is the type of thing variables are extremely useful for! You can set up a variable, either a private one belonging to the player or a global one, to keep track of the missiles. The initial value can be set to 3, or however many you want to have at the start.

    Every time you click the right mouse button, check the value of the variable; if it's greater than zero, meaning you have ammo, fire a missile and subtract one from the variable, but if it's zero, you ran out, so don't do anything.

    If you have trouble implementing that idea, I could whip up a quick example to show you how it works. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • That did the trick! Weird problem, but thanks for the fix. Hopefully the rest of the animations will work in smoothly, but... well, I might be back soon. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Sooo... I'm having trouble again, <img src="smileys/smiley6.gif" border="0" align="middle" />

    I took a two-week-ish break to do schoolwork (design and make a game in two weeks, yikes), but now I'm getting back into this. I started redoing the whole animation system using your sine walking as a foundation, and got pretty far with it. The problem? The same dang flickering I started this topic for in the first place, at the end of the turning animation. <img src="smileys/smiley5.gif" border="0" align="middle" />

    db.tt/PoGLIOlO

    Mind taking a look?

  • It also has to be made transparent using a program like Paint.NET (or Photoshop or Gimp, if you're that fancy <img src="smileys/smiley17.gif" border="0" align="middle" />), in addition to being saved as a .PNG or a .GIF.

  • No problem! The best place to find all kinds of handy features like that is in the manual right here on the site. For stuff like that angle expression, you'll want to read this page, system expressions:

    scirra.com/manual/126/system-expressions

    Browse around to your heart's content, there's a LOT of great info in there!

  • Try saying this:

    • Set Arrow angle to "angle(PlayerShip.X,PlayerShip.Y,EnemyShip.X,EnemyShip.Y)"

    That way it shouldn't matter where the arrow is since it isn't part of the equation. Lemme know if it works! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • First, you'll want to provide as much info as you can: your OS, graphics card, and what version of Construct 2.

    Second, you'll be told to try updating your graphics card drivers. That fixes a surprising amount of problems like this very one.

  • Hey sbakht, welcome to the forums!

    How are you making the ball move? The simplest way for something like this is to assign it the Bullet behavior. That behavior has a setting on the property bar on the left called "bounce off solids?", which if you set to yes will give you what you're looking for. All you have to do after that is assign the paddles and the top/bottom walls the Solid behavior. Leave the left/right walls without it so the ball won't bounce off of those.

    Lemme know if you need more of an explanation, or an example file to show you what I mean.

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SullyTheStrange

Member since 26 Jan, 2011

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