ramones's Recent Forum Activity

  • Sounds good... is that for r127 yeah?

  • Setting the input type to 'tel' doesn't do anything in most browsers. It pops up the numeric input on some mobile devices but that's about it.

  • The reason it fails isn't because of families. It's because you can't pick an object by UID immediately after creating it. You have to wait til the next top-level event (a function doesn't count as a top-level event).

  • Nice one... it works well.

  • Looks fine to me in Chrome. You probably have an old version cached. Try loading it in incognito mode and see what it looks like.

  • <img src="https://dl.dropboxusercontent.com/u/8367729/construct/pics/triggerVarChanged.PNG" border="0" />

  • I think the 'CharEnemy: Add obstacle CharEnemy' is stopping them moving as they see themselves as obstacles.

    Also using groups like that won't really work. What if one enemy is in the chase phase and another in the lost phase and another not chasing at all. Which groups do you have active? If one enemy is in the lost phase and it's AlertState goes to 0 then it deactivates the LostChase group and any other enemies in the lost phase are stuck then since the event to lower their AlertState is deactivated.

    Better to just put use the ChaseStatus variable to determine which events should run.

    +CharEnemy: ChaseStatus = "IsChasing"
       -> chase phase events
    
    +CharEnemy: ChaseStatus = "LostChase"
       -> lost chase events
    
  • Your link doesn't work.

  • Also, can someone explain to me how setting the platform's X or Y vector works? I set the vector X to -2000000 if I run into the enemy, but it knocks me back only a tiny bit. Even if the number is -60000000 or -500 it doesn't make a differenc.e

    You'd have to change the player max speed as well. It won't make a difference if you set vectorX to 500 or 60000000 if the player max speed is 330.

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  • It was a bug that was fixed in r121.

  • Well without using an array you could:

    Pick a random block IID for the target - floor(random(block.count)).

    Shoot at it.

    On collision with block, check that the block IID = target.

    Subtract health.

    Health variable = state = frame/animation.

    On destroy - pick new target.

    *edit* ^^ what he said

  • Do Man1 and Man2 have to be different objects? shootRandomMan.capx

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ramones

Member since 17 Apr, 2012

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