Miyavi's Recent Forum Activity

  • That's for sure.

    When I'm in doubt, I usually post it in the forums (after doing a search), so anyone can help me with it, and so if anyone has the same problem, they can take advantage of the topic.

    While doing so, I'm also trying to solve my issue in 1000 different ways, haha.

  • Yeah, although I've done a couple of projects with Construct I'm not nearly good at it yet, that's why I was mainly asking :P

  • Couldn't I just do it with the "On any touch start", checking the user it touching the pause button, so I can completely avoid that "canPauseUnpause"?

    This way, a single touch won't trigger the event more than once (as I'm only checking when it's first touched).

  • Got it. So if I want to create a Pausing button, I would have to create a new variable "isPaused", and do the same, am I right?

  • That's great!

    Thanks a lot, to you both!

    So basically, what I'm doing here is getting the first thing I hit, the variable is turned, and it only acts once, right?

  • Hey guys,

    I'm creating a first person shooter, which resembles of Time Crisis, so it's a stationary enviroment in which enemies will come out of obstacles remaining invisible until so.

    Here's the real thing:

    I have set a sprite into the background so that I can catch missed shots, and therefore subtract a bullet from the gun magazine.

    It works Ok, but when I hit on an enemy or on my Reload button, it also detects that I've hit on the background and therefore subtract an extra bullet.

    Is there any way I could avoid this?

    What I'm doing is the following:

    Touch - On enemy touched -> Destroy it, subtract a bullet, etc.

    Touch - On backgroundUsedForMissedShots touched -> subtract a bullet.

    Touch - On ReloadButton touched -> set player.bullets to maxBullets.

    So basically, I only want to run an action depending on where I have touched, but as I've said, if I hit on the Reload button, it counts as if I've shot, as it sets my bullets to 11.

  • Nevermind.. it seems to work now. Maybe it was just bad RNG. :P

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  • Well, I implemented that, but don't know why, the random doesn't seems to be working, as it always spawns the same anymation.

  • Hmm..seems pretty neat.

    That's right because you're spawning another object, so it does not have the same properties/variables (lives, points, solid..) as the original one would have, which was my main problem.

    I think this should work, so thanks for that.

    I'll try to implement that in a sec.

  • Hum, got it. I'm currently downloading r96, to look it up.

  • I thought of that, but as every enemy has plenty of code with it, when it dies, and play that animation, something weird will happen, as it will act as if he was actually alive, and reset his animation when I enter/leave his "active zone". (I'm currently working on this with a "dead" variable, as I didn't need it before, as the object would be destroyed when dead.)

  • Hi guys,

    I want to make an enemy, when it dies, destroys itself and spawn another random object, which is going to be his death animation. I'm doing it currently with one death animation, and this is the only way that it comes to my mind that it could be done "easily".

    It has to be a must to destroy the enemy, as if it doesn't my code won't work, as he would respawn and then, he'll be invincible.

    So.. basically, I wanted to create an array, loaded with enemy01 death animations, and when enemy01 dies, it would spawn a random object animation from that array.

    Is this possible to do?

    Would anyone lend me a hand in doing so?

    Thanks in advance,

    Miyavi.

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Miyavi

Member since 17 Apr, 2012

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