Gmoney's Recent Forum Activity

  • The game looks great. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    We usually use Families for handling multiple instances of enemies, but it's very important to know how to pick the correct instance when we use them.

    Along with functions and arrays, system conditions will definitely reduce time for developing games, but they're difficult to learn.

    I'm not much of a fan for those features myself, so I don't know much about them.

    But after making so many lines of codes manually using variables, sometimes I feel it would be better for me to learn the features the experts use.

    Here's an example that explains the process of using Families for multiple instances.

    https://www.scirra.com/tutorials/4843/p ... m-a-family

    Look for functions and arrays under Tutorials category, and also visit this page to find frequently asked questions for all topics. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    viewtopic.php?t=63692&start=0

  • You're welcome, J8U5. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Another method is to use a Pathfinding behavior.

    https://www.scirra.com/tutorials/1118/path-finding

    And.. check this one out as well.

    follow-path-behavior_t65382

  • Hi, Nestorj66.

    All enemy units need to have Hitpoints placed above their heads. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    We can do this either by creating separate group of events for each enemy unit we create, or use Families.

    https://www.scirra.com/manual/142/families

    Here's an example capx file demonstrating the use of a Family named Family1.

    I've placed comments in event sheet 1. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/cca8b1pqv0asy ... .capx?dl=0

    The code looks good, but there's a bug.

    There are two enemies, but if you step on the one close to the wall first, then the bug will occur.

    I think I know how to fix that bug, but I'll need more time to find the answer. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Maybe another user in the forum can help Nestorj66 with this issue by showing him/her how to pick the correct family member from Family1.

    If not, I'll be back with an answer tomorrow. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • Oh, ok, Nestorj66. That's good to know.

  • Check this out. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/2kulg1btx0jrz ... .capx?dl=0

    What was updated

    1. Player jumps faster.

    2. Player's jump strength varies based on how long the jump key is pressed.

    3. Player can jump again after stepping on the enemy's head.

    4. Jump strength stays after jump is complete.

  • Please post the C2 capx file. When something like that occurs, that usually means coding was not done correctly.

  • Exactly <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">, and depending on how long the button is pressed jump that differs the height. Sorry if if not understood before, it must be for my bad English. Really thanks for helping me and being the only person to respond <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    You're always welcome, Nestorj66. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Your English is perfect. I think it was me thinking too fast. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Ok, so here's the latest example. I hope this was what you were looking for.

    https://www.dropbox.com/s/02p7lqxmdpga6 ... .capx?dl=0

  • Check this example out, maroclips. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/63920ksdpf9tl ... .capx?dl=0

  • You're welcome, Nestorj66.

    Thank you again, apreciate it, but I think that you don't get me ^^'. I know that exists the jump sustain but I don't mean that, well really I don't know xD, I mean when is in a jump on enemy head (like Super Mario Bros 1 or 3 or World), only when the jump is on an enemy head Gmoney

    ok, so what you need to learn is how Player jumps higher in the following condition?

    1. Player jump to enemy's head.

    2. While landing in enemy's head, Player presses jump button again for a long time.

    3. Player will jump higher.

    I just wanted to clarify before I made another example.

  • You're welcome, J8U5. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    All we need to do is arranging conditions, so that the NPC will move according to the arrangement.

    Here's an example

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

  • Thank you! But not what I meant n.n' I meant something like Mario jumps in Super Mario Bros/3/World. That the jump is bigger as more jump key is pressed. In this example jumps higger but not as I say

    You're welcome, Nestorj66. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Oh, that's easy. All we need to do is changing the Jump Sustain setting in Platform behavior.

    https://www.dropbox.com/s/vyrap3wkp8scb ... .capx?dl=0

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  • One behaviour 4 everything. Including flying things.

    https://www.dropbox.com/s/toa0mse2r2n8v ... .capx?dl=0

    Wow! <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised">

    I can never catch up with your advanced skills, 99Instances2Go. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    That's an amazing example. (e.g. Pick distance(BadOne.X,BadOne.Y,Player.X,Player.Y)) -> <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised"> )

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Gmoney

Member since 7 Nov, 2015

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