Ehnenu's Recent Forum Activity

  • Thanks guys and I'm glad you liked it!

  • Hey everyone,

    Soon we will release Construct Classic made game [The Last Cargo] on Steam and if you believe that the game could fit in your tastes, just write a comment into this thread and tell what do you think. Also if you want to help us more, consider to click on follow / wishlist / share button at the The Last Cargo steam store page. Hope you like it

    The Last Cargo is a top-down exploration survival horror where your road to independence leads through the hell of imprisonment.

    The Last Cargo steam store page

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  • Thanks for the answer tulamide!

    But today I did something like that:

    <img src="http://i42.tinypic.com/2ppkeog.png" border="0" />

    And it works very well, but now rotation isn't smooth anymore. "Rotate toward" give that nice smooth rotation and now yellow object immediately rotate to mouse.

    Any idea how to to improve this to make also smooth rotation? Because my brain is slowly becoming a overheated.

  • Hello all and sorry in advance for my English.

    Let's say that these objects represent a tank;

    <img src="http://i42.tinypic.com/2ywuvsk.png" border="0" />

    • Green object is a platform on which the yellow object is mounted.
    • Green object moves in any direction in 360 degrees.
    • Yellow object can rotate at 120 degrees but only in the direction of where green object is facing.

    Yellow object should always rotate to the mouse cursor, but only when that above rule (about 120 degrees) works.

    Here is what I have and it works fine ...

    <img src="http://i41.tinypic.com/j0vdqp.png" border="0" />

    ... but when green object is facing the right direction, yellow object starts spinning like crazy around its own axis.

    I do not know how to fix it, and I know that the problem lies in the fact that the 0 degree is aimed right in Construct. Any ideas guys?

  • So how You solve this ...

    "game is stopped during 0.5-1 second <screen is frozen> and then plays again"

    Because I have a similar problem.

    Pozdrawiam rodaka ;)

  • I just unnecessarily add container when I do zyblade first solution. I remove container, like You Pecek said in "Edit" and it's work great. Now it's so simple ...

    So if someone will have a similar problem, just do what zyblade said, but NOT add the container for HP bar.

    Thanks zyblade, Pecek and Metal_X for help!

  • Probably I doing something wrong because it still not working. I don't know how to do ...

    ... and when you hit an enemy set the current variable of that enemy to keep track of its HP bar(value=1) and set all others to don't keep track of its HP bar (value=0).

    How to set to don't keep track others HP bar, where they are the same enemy but just duplicate? Enemy have HP container so it's should work, right? I don't know ... my mind is just blow away.

    Can I ask You for more detailed reply?

  • "Set hpbar.width to (100/enemy_max_hp) * enemy('hp')" - this work great, problem is in something else.

    I noticed that the HP Bar overlap each other when I hit more than one opponent. Which means that I always see enemy HP who was hit already and also has the highest value of HP. I should see only one HP Bar at a time, not all of them overplaping each other - and that's the problem now.

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  • Thanks for reply.

    I made first of Your solution and when I hit one of the enemy and then hit other one, his HP Bar decrease but only to HP value of the first one that I hit.

    Example:

    I hit ENEMY1 for 20, his HP decrease to 80

    I hit ENEMY2 for 20, his HP decrease to 80, I hit him again for 20, but his HP still 80

    So it's close but still something wrong.

    EDIT

    Second solution do this same. I hit somebody, HP Bar show how his HP decrease - but when I hit next enemy, HP Bar decrease and stop at the value of HP that first enemy had left.

    Some others idea?

  • Welcome all, and sorry for my english (in advance).

    Question is:

    How to do one HP Bar, which is assigned for each of the enemy (something like in Diablo 2)

    Value of HP Bar would be depending on who (of enemy) was hit at a time and show his own HP. When sombody else get hit, then this same HP Bar will replace that value on new one.

    I did HP bars for each enemy separately, however when is only one HP Bar for all of them, then I have a problem to make it works.

    I hope that the question is understandable.

  • This should help:

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  • I did not expect such a precise answer, thanks Jayjay! <img src="smileys/smiley42.gif" border="0" align="middle" />

    Your answer should be in the top ten most useful answers (if such a thing exists), or at least in FAQ. Thanks a lot again!

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Ehnenu

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