Mr427's Recent Forum Activity

  • Hey guys I just have a few questions that involves messing with the angle and angle of motion for bullet behavior thank you for taking the time to read them.

    1) Is there a way to set an objects angle/angle of motion outside of using the event sheet? In other words every time I create the bullet I don't want to have to keep setting angle of motion, because several bullet objects are created at once.

    I have tried setting it on Start of layout but it seems that if there is no instance present or the last instance of the sprite is destroyed it goes back to the default 0

    2) Is there a consistent way to have bullet fly to a specific spot on the map without having to using the command Set Angle to Position?

    The reason this doesn't work for me is because it causes the bullet object to rotate and I have an animation pinned to the bullet and this also causes the animation to rotate.

    So far I have been using the Set Angle of Motion command and putting in a numeric angle by hand. Then just using another object to deflect the bullet at a different angle that is again set by hand. The major issue with this is its not consistent and eventually the bullet sprite goes off course and misses its mark.

    Sorry if this was confusing, if I need to clear anything up just let me know. Thank you for taking the time to help.

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  • Hey

    So I think this is what you are looking for. I imagine this is not how the enemies will behave in your game.

    Just for testing purposes if an item is not spawned the System will wait 2 seconds and Spawn a new guy. If an Item is spawned the system will wait for you to collect it before it spawns a new guy.

    I hope this helps and good luck.

    Game File

    dl.dropbox.com/u/64691866/RandomSpawns.capx

  • Thanks for the help. I ended up not saving it as a global variable only because I couldn't figure out a way to get the properties of the ball to save to a global variable.

    Instead I added an instance variable to the ball called Pushed to prevent the bullet from hitting the ball more than once and moving to fast.

    Once the ball comes in contact with one square it is destroyed and the opposite square will respawn a new ball and reapply the torque/velocity. This is the reason that I added instance variable, and limit the speed, because the spawning torque/velocity are set by hand and I wanted the speed of the ball going in the portal to match the speed coming out, or at least look close.

    Thanks again for the help and here is the updated CAPX incase anyone is interested!

    Updated Game File

    dl.dropbox.com/u/64691866/PortalsandPhysics2.capx

  • Hey guys

    So I have started using the physics in Construct and everything has been super easy to use. I'm having a slight issue when sending a rolling object through a portal type system like the one that is set up in the CAPX included

    When sent through the orange portal on the bottom it exits on the ledge and loses quite a bit of momentum. The weird thing is if the ball is sent through the blue portal on the ledge it exits through the orange portal with increased momentum but in the opposite direction

    Game File

    dl.dropbox.com/u/64691866/PortalsandPhysics.capx

    Thank you for taking a look and any help is greatly appreciated.

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Mr427

Member since 4 Apr, 2012

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