fm4fanAT's Recent Forum Activity

  • You basically solved the problem with your title

    depending on your eventsheet you can add another condition system> every x seconds

    otherwise there is the system > wait command

  • Davemon

    oops forgot about the "is overlapping" -

    that's definitely the easiest one (if it's ok that som bullets are skipped)

  • It's almost a regular platformer shooting/fighting game

    Your vacuum weapon has a very limited range (almost a sword) - so here you just check if your opponent is close enough, but the dying animation is a little bit different.

    And when you release your enemies again it's a weapon with some (a lot of) behaviours attached to your big bullets you create (a little bit like the turtles in Super Mario).

    Here is a fighting tutorial that is long but will help you a lot

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    And here an old school 8bit platformer tutorial

  • Here you have, as almost always, different options

    make a loop

    so you don't spawn directly and run a loop where the loop checks if the new spawn point is greater than 30 (check it against a variable you set when an object gets created)

    Or you could make it with an array and spawn points (invisible sprite objects where the new objects get spawned) so instead of pixels you spawn them from the boxes - this is very useful if you want the objects get spawned evenly across the screen.

    Also with a loop, but here you can decide very precisely what you want to do.

    Or you could make a small random number and multiply it by 30 (still you need a loop to check where the last spawn happened). Th long version would look like this floor(random (0, windowWidth/30))*30

  • A great talk from the GDC15 just hit youtube

    Efficiency for Game Designers Lessons Learned Making Gunpoint Quickly Without Going Mad

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    It's a talk from Tom Francis first game Gunpoint (his first game he has ever made with game maker).

    His talk is about time management for ideas and how he worked as a one man show.

    It's an hour long, but worth it.

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  • Hi,

    Ken95

    I looked at your capx and I could have changed that, but I thought it could be done a little bit nicer than yours.

    But I made it not near as elegant as Paradox (or beautiful)

    https://www.dropbox.com/s/hedlen42i1uvb ... .capx?dl=0

    Paradox does int(random(10)) give you really a perfect random number? I thought you should use (because of rounding)

    "floor ((random(1, 10))"

  • The X and Y coordinates start on the top left corner with 0,0

    So if your game is 1280px by 720px the right bottom corner would be 1280, 720

    If you want a mouse movement only occur on the top half you just take 360 (720/2).

    So the 400 only represent some random Y value I took - so the mouse only follows if the mouse is maximum 400 away from the top.

    To stop mouse movement if your cursor is off screen you can add another event like

    if smaller then windowWidht (or WindowHight depending if X or Y)

    and greater then 0

  • It's not exactly a degree thing, but for e.g. platformers this would work nicely

    You would need to make another condition to your set angle mouse event

    you could make an invisible object and add condition if NOT over invObeject > follow mouse

    or even better

    system > compare values

    first = Mouse.Y

    <

    second = 400 (so only follow if not greater then Y 400)

    same for Mouse.X and you are done

    edit: changed some typo

  • Hi,

    this reminds me of the Simon Says tutorial

    https://youtu.be/RTiCVoGfyk8

    With this - I'm pretty sure - you can solve your problem, but it works with arrays and so maybe is not how you made your game (or would like to).

    ps. if you like send me your capx and I take a look

  • I'm not sure about your question

    Yes, I think, it's easier to make all 50 Monsters in Photoshop (or wherever) then position and stack different bodys/heads/eyes inside C2.

    If your question is about the details/stats of each monster - I would look into XML. Not the easiest to understand, but very flexible.

    Here you can write down every single property of your monster and fetch whatever you need out of the XML

    Starting point https://www.scirra.com/tutorials/354/xml-parsing

    way more detailed

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  • In my example I run the for each

    and my enemys are in this case just another frame from the animation (but can be whatever you want)

    system for each objEnemy | set animation frame to > choose (0,1,2,3)

    https://www.dropbox.com/s/y4ixsuyuzo0pj ... .capx?dl=0

  • Good question - and I have no clue how to solve it

    But I have a work around - you could make a mouth up and down animation instead of a single frame. I think in this example it would work nicely.

    The other (stupid) idea I had was to jump trough a cycle of different origin points.

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fm4fanAT

Member since 19 Jan, 2016

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