Ragevortex's Recent Forum Activity

  • I modified your capx.

    So I basically commented out the "bulit speed 0 ... you dont need it"

    on collision I disable the pathfinding, re-enable the bulit and add speed back to 200 like the speed you have in your pathfinding.

    The idea is you can have a bulit find its path to the target and bounce off normally... I hope it helps you out.

    Here's the new modified capx

  • wow dude I forgot I had this behaviour installed... it saved me all the code(events) I was making to do what I can do in two lines. Awesome mon.

  • Glad to be of service. Hope your game is ending up awesome.

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  • as ramones said you can destroy the sprites at the beginning of the laoyout. I usually add a "destroy outside of layut behaviour" to keep it simple on my end. Or on start of layout I destroy everything I'll be spawning or creating later.

    Also you can use the "On created" event of a sprite to check if its on collision with another similar sprite then you could re-locate it to some coordenates for example.

    Lets say all your sprites are abbout 32px x 32px if one ends up touching another I would move the one you just created 42px somewhere else (42 because 'Im adding 10px separation just in case) you could use the current x and y coordinates and pick either one to add the 42px to move it somewhere else it shouldn't be too hard.

  • Try employing a spawner object and moving that around the screen. I had an example for another question made Here. It has a simple "Enemy spawner" example. See if that helps you a bit. You could have more than one if you's like or modify the time it takes to spawn an enemy. It's not what you have in your game I'm certain, however, the spawner should still be helpfull I've been using it in many of the games I'm making.

  • Yeah this is just a sample project to just test out the basics. I am glad it helped you a bit though.

  • Just made you small example of what you can do with it. The rest is up to your imagination.

    You can change the sine movement and what it affects in the events.

    [updte] - I modified the version so that the enemy stops on hitting the ground to address your other question on solid objects.

  • I had a similar issue on one of my games. i did an event oncreated and combined it player is mirrored (or not mirrored) to switch between the direction of my bulits. and it will only affect the bulit that is created on that moment. I hope that helps you a bit.

  • Usually i use a "player object" that is hidden from view that is the actual character and just follow that. This way you can alternate "characters" by attaching them to the player with the pin behaviour (like a sticker) that will give you more flexibility. Just destroy or hide the "guy without the crawbar" and "create guy with crowbar" on x/y coordenates of the "player object". At least that's how i would do that in your case. I hope it helps.

  • For constant looping movement you can try addingthe sine behaviour to your enemy. It really helps me with those repetitive loops. You can pre set it and even turn it on and off with the events. Changing and playing with the different parameters will get you interesting ressults.

  • I'm working on making a Short-burst mission rpg... mostly browling missions for now. I'm considering expanding the capabilities of the game once I have the basic mechanics working.

    Basic set 3 heroes to chose from (warrior, ranger, mage)

    Basic attacks either magic or physical.

    I'm very early already have my menu draft set and my "bar scene" where you get to choose the characters and the missions.

    I'm working on the Field part where you actually will be fighting. Still a long ways to go.

    Warrior waiting for his mission:

    Greatly improoved the character from this old version...

    I used a trick I learned making the simple spaceship template to make this "accent" light for the bar scene.

    I hope you guys like how it's looking so far. I have a ton of work to do yet.

  • [soved] apparently I have to init the character on each scene regardless of it being "global for some reason"

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Ragevortex

Member since 2 Mar, 2012

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