vee41's Recent Forum Activity

  • Well , I'm also doing a procedural dungeon generator myself , And yes , pathfinding ... If I find something , I'll hook you up with it :D

    R0J0hound , hay , R0J0 how about a sprite that find it's way to the nearest checkpoint and then deletes it and goes the the neareast again in a loop ? How would you do that ?

    sprite is lookingForCheckpoint

    for each sprite

    pick checkpoint nearest to sprite x,y

    .. sprite.lookingForCheckpoint = false;

    .. sprite find path to checkpoint

    .. go there

    sprite arrives to checkpoint

    .. delete checkpoint

    .. sprite.lookingForCheckpoint = true;

  • My first idea would be to use a move behavior of some sort, bullet maybe? Then alter speed/acceleration every X seconds to aim towards players position.

  • Instead of windowHeight/width try layoutHeight/Width. After a quick test it worked for me. Window size can be bigger than layout size.

  • The way you've done it (looking at your older .capx here) you pick the firerate for each enemy from a single instance of the enemy object. Add for each before your fire condition and it should fix it.

  • Thanks for the comments! Juicy is really nice adjective, the basic mechanics for game like this can be done in 5 minutes so rest of the time can be spent on 'juiciness' :)

  • There's a 'replace object' feature coming in the next build :)

    Hooray! :-)

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  • You can simply add 'Set animation frame to 1' action there. It will work, because triggers(conditions with little green arrows) like touch generally apply to some specific instance(s) of the object, in this case the one you are touching. So you don't need to pick objects in any more specific way in this case :)

  • Hey thank you for your response! When I try to open the capx file it says it was made in a newer version of construct2, (release 121 and I have release 119).

    I'm going to see if I can get it to work per your instructions tonight after work. I'll look into dt as well.

    thanks again, R0J0hound

    You can grab latest releases from here: scirra.com/construct2/releases

  • "en" = left(browser.language, 2) should work :)

  • I got some problem with pin behavior too. The object I pinned won't follow the host object. I double-checked it and compare it with tutorials and nothing wrong...the pinned object just floating there not following the host...is it a bug or any case like this??

    Post a .capx of your problem, otherwise we can't really help you with problem like this :)

  • Okay, I've modified the function calls so they pass in a parameter containing the asteroid's UID, this way all the asteroids don't explode when only one of them get hit.

    But now I'm having issues where sometimes asteroids you aren't hitting are splitting.

    <img src="http://i.imgur.com/OG3555U.png" border="0">

    ImpulseCollision.capx

    Check my screenshot earlier, you need to pick the asteroid UID you give to function via parameter. The event is right under the function trigger. I also made few other minor changes to the function. :)

  • Here you go:

    <img src="http://dl.dropbox.com/u/19921470/asteroid_collision_fix.PNG" border="0" />

    I highlighted one odd line, why are you taking velocity from seemingly random object? :)

    You need to pass the UID of colliding asteroid as parameter to the function, as visibility of picked objects does not carry into functions.

    Some random general notes about the whole project that might help you in the long run:

    You should definitively look into using families, soon you'll project will become very hard to manage as it grows bigger and bigger. For example, you could have family 'Bullets' which has Friendly and Enemy bullets. Then you could check for asteroid collisions for bullets without having to do separate events for all bullet objects.

    You have lots of variables that you could use inbuilt functions for; for example EnemyCrescentCount could be replaced by using EnemyCrescent.Count which returns numbers of instances that exist in the layout. Keeping manual variables like that up to date can become tedious :)

    You are making good progress with your project, keep it up! It's looking great! :)

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vee41

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