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  • Ty for pointing that out ! Updated link. Now out looking for a brain.

    You're welcome, 99Instances2Go. Oh, yes. This example is better than mine.

    (I should have mentioned the player had to move around to overlap sprites..)

    I'll try always upload the method that doesn't require the player to move around in the future. I think it's much better this way.

    Thank you, 99Instances2Go.

  • I'm currently away from my computer so I'll have to post them tomorrow - it was just a basic movement script with some animation so I can't see what the problem would be!

    Oh, ok. I'll wait for the update.

  • I am currently making a platformer using construct 2. I have a player sprite which is on a seperate layer from my background and platforms. Everything was working fine until I ran the program and the player did not show up. I then ran it in debug mode and the player instance didn't appear in the inspector. Your help would be greatly appreciated in solving this issue.

    If the Player instance didn't show up in the debug mode's inspector, that means something went wrong. <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused">

    Please post a capx file or a screenshot of the event sheet.

    Here's an example platformer that I made for you.

    https://www.dropbox.com/s/amrshqxv6q1ab ... .capx?dl=0

  • You're welcome, NathanP.

    I can't close the post.. Please add [Solved] to the subject, if you like.

  • No problem, 99Instances2Go, but it seems the capx file is identical to the one I uploaded earlier. Haha!

  • Do it like this, NathanP. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/3u1rkrqhept4h ... .capx?dl=0

    I used a Wait event. If you plan to use the code; please don't use Wait in loops.

    https://www.scirra.com/tutorials/723/us ... t-in-loops

  • It only targets one. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/8qrjcsmp2oxka ... .capx?dl=0

  • Tested on both Chrome and Firefox.. Yes, the game felt laggy when multiple enemies noticed the player and started shooting.

    But I wonder if that was as designed, as there's a time scale to 0.25 setting on Line 65 of EventEnemyShotgunner.

  • There's a behavior called Spline by RexRainbow.

    It's much easier than pathfinding. Take a look at the behavior's demo.

  • I'm surprised no one helped you while I was gone, Nestorj66. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Anyway, I ended up spending hours trying to resolve this issue myself and finally solved it. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Here's the example capx.

    https://www.dropbox.com/s/4v7welmk7z2xf ... .capx?dl=0

    Explained

    1. Enemies get destroyed only when Player jumps on their heads. (e.g. Enemies don't get destroyed when Player touches them without jumping on their heads.)

    2. Player bounces off after jumping on enemy's head.

    3. Player can double jump to a fixed height after jump is successful.

    4. Double jump gets deactivated after player bounces off enemy's head.

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  • Thank you very much for the information, 99Instances2Go.

  • Figured I would share with everone how I fixed it used the drag and drop and set instance variables to on touch start on object. That way it didn't update the touched and make the 1st joy angle to 2nd touch now just use, set angle of sprite to touch.xforid(instance variable) of your joy

    Probly sounds confusing so I provide an example

    https://www.dropbox.com/s/h70wnvwx9hor0ej/touch%20joysticks.capx?dl=0

    thank you gamoney and Antares for your help you inspired many, many different attempts

    btw if you have any issues getting your joysticks to angle in your game, on each of the set angle you have touch.Xforid(redctrl.touchid",layer to get touch position for") < simply change that number to the number of the layer your control's are on

    You're always welcome, nmf004. I'm glad the issue was resolved.

    Thank you for sharing. I'll remember to use touch.xforid(instance variable) in the future.

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Gmoney

Member since 7 Nov, 2015

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