matt75's Recent Forum Activity

  • Well.. created a little demo to test my turrets + tweaks..

    .. hope to slowly expand upon this, and eventually release a rts style game

    http://www.binarybedlam.com/

    <img src="smileys/smiley17.gif" border="0" align="middle">

  • Thanks :) will check out that plugin :)

    • Wasnt really a solution, just ended up i didnt really need to take that approach. Each of my turret sprites fires it own type of ammunition.. so all i really had to do was check if the turret is ready to fire and spawn the bullet sprite for that turret (i know, a little dumb). The problem stemmed from the fact i was using families, and thinking i should be firing bullets like this "Family.Fire()", which would spawn the correct bullet in a more abstract, and perhaps easier to maintain way.. but im happy to settle for none family approach in this situation..

    "turret_flak.OnFire(FlakBullet)"

    anyway, thanks for all your help :)

  • haha!.. didnt even need to do this.. sorry. still trying to get my head around working with C2. managed to get obsessed with a single approach to the problem.. not that this wouldnt be handy feature.. thanks again :)

  • thanks :)

    was hoping to avoid doing things like that.. but i guess it will just have to be.. seems strange that its not already there.. but then, i guess they have a big todo list..

  • I did hunt for this.. does such a method exist?..

    basically, i have turrets and want to store the string or some ref value that represents the type of bullet it will spawn..

    I could then have something like Turret.Spawn(Turret.BulletType)

    thanks :)

  • well, if it useful to you, your welcome to it ;)

  • Pin is a behaviour - add this to your player.

    Rotate is another behaviour - create another sprite (acting as an origin) + add this behaviour.

    in your event sheet add an event - System->on start of layout..

    as the action for that event - pin player to origin sprite..

    run it, and your player is now rotating with the origin sprite, as the origin sprite rotates..

  • anybody? :/

  • pin your player to an object - the object can be rotated, and the player will now rotate around that object - its a simple solution, might not be perfect ;)

  • created this a little while back.. was going to sell a pack of backgrounds.. but i have decided to share this with the community.. enjoy ;)

    <img src="http://binarybedlam.com/dump/bg000.png" border="0" />

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  • Can create a condition that compares badguy.health <= 0 this will select only those badguys that need to be destroyed.. then you can spawn a death_anim sprite at its position + destroy the badguy as actions..

    might not be optimal - but you could use the family filtering above

    "badguy.health <=0" destroy badguy

    then for each specific badguy type in the family.. create onDestroyed

    conditions..

    "super_evil on destroyed" spawn super_evil_death_sprite

    any help?

  • Im trying to limit the rotation of the turret to a given arc, say +- 60 degrees (set with an instance var). Additionally, the turret is pinned to another object that can also move and rotate freely. Im still not comfortable with C2, so any help would be greatly appreciated :)

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matt75

Member since 25 Nov, 2011

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