TheCreepy12's Recent Forum Activity

  • You mean something like

    player platform is falling

    every x seconds

    - add x to falldamage

    player on landed

    - player subtract falldamage from player.health

    - set falldamage to 0

    Thank you! Now that I see how it works, its looks much easier.

  • well first you need to deside what your damage is (animation damage, health damage, score damage, death)

    then you set it to on collision with object and at from how high = distance

    Yeah, but how can I calculate the height/distance?

  • Sounds very simple indeed..

    Could you explain what fall damage is in your opinion?

    Well, with fall damage I mean that if there is X distance from one place to another, the player doesnt take damage, and if there is B distance, it does take damage, for example, if the player falls from 500 pixels, he doesnt take damage, if he falls from 1000 pixels, he does. Now that I think about it, instead of that, can I make a variable to check how much time the player stays on the air and then for example if he is 3 seconds on the air, subtract 3 from health, and if he is 7 seconds, subtract 7 from health?

  • Well, as simple as the title says, how can I make fall damage in a 2d platformer?

  • Well, Im trying to make a platform game, but I have a problem.

    The player has a health value, and whenever it touches some spikes, it subtracts x number from it, the problem is, that doesnt happen every tick. What do I mean? Well, for example, imagine the player has 100 health, and if he touches a spike, then it subtracts 10 from that health value, then the player has 1 second of invincibility, when that time is over, if the player is still on top of the spikes, it doesnt subtract another 10 health points from the health value, in fact, the player needs to go off the spikes and then touch them again...

    Hope you understand, I know my english isnt very good

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  • For a strategy game I would go a little further than just checking who's closest,

    If it's an automated defense mechanism I would check which unit has the higher rank, which has the lowest health, which can cause you the most damage and target them accordingly.

    The problem is, the tank gets stuck because the two "A" tanks, are the same sprite, they're just duplicated, so there is when it gets stucks, cause when I have two different sprites, the "B" tank does not get stuck

  • can you maybe change in the targeting to nearest target first or futherest target first. To see if there a difference ?

    No, I've already tried, it doesnt work...

  • Hey, this is my second post

    Well Im making a strategy game and I have a little (Huge) problem. I have some tanks and they shoot each other, thats what I want, but at the time when I put more than one kind of tank, the enemy tank starts getting a bit "crazy".

    What do I mean? Well, I have tanks fighting 1 vs 1, "A" tank vs "B" tank, right, but when I put 2 vs 1, two "A" tanks vs one "B" tank, the "B" tank doesnt know who to shoot, it just stucks (Btw, the two "A" tanks are the same sprite, they're just duplicated, but they have their own hp, etc... )

    Can pls someone help? I would apreciate it so much, Thanks! ^^

  • I know what you are talking about, but the problem is, whenever I hit one of the enemies, ALL the health bars goes down, but if I hit another one, it doesnt, thats the problem Im having

  • Hi, Im making a "Shoot 'Em All" game, and I want to know if there is anyway to create a custom health bar for each enemy, with this I mean, all the enemies are the same sprite, with the same conditions, so they're cloned, I know how to make a health bar to ONE of them, but I want to know if its possible to make the health bar individually for each enemy, because the other day, I was testing, and the health bars only worked for one of them.

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TheCreepy12

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