scheda's Recent Forum Activity

  • In your every tick event you are setting direction to random, that would cause the spinning. Move that under the random condition. Also take out 'female_zombie_direction' conditions away from under that condition, and move them to the top level. You can remove the every tick condition all together. Might work. :)

    EDIT: Also, rather than round/random use choose(0,1,2,3)

    Thanks for the help, Vee.

    I've made some changes based on your advice, and it's working great except one particular point. I'm now getting all of the female zombies changing direction together.

    I realize it has something to do with picking a random zombie instance, but after about half an hour of toying with different placements, I'm not sure what else to change.

    Here's where I'm at right now.

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

  • Here's the event sheet I've got associated with this particular enemy.

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

    Hopefully this will help.

    With this, the enemy just keeps walking to the right.

    Also, right now there's only one instance of this enemy, so it *should* be 'randomly' selecting only her.

  • I'm trying to create some semi-random movement from enemies.

    My enemies are have an 8-direction behavior (restricted to just 4 directions and Set Angle to no) and I'm trying to get them to move around fairly randomly.

    What I've been doing so far is running an action every 3-7 seconds where it'll change the direction of the sprite.

    This was working well previously when I was using a bullet behavior, but the sprite would then end up spinning around - which it shouldn't.

    Using the 8-direction behaviour, how would I get my sprite to move up, down, left, or right?

    I tried setting a random number every tick between 0 and 3, then choosing a direction based on that number every so often, but the sprite's direction would never change (I was trying to simulate a button press, but I have those disabled since this isn't the player character)

    Any thoughts on this would be greatly appreciated.

  • Thanks guys!

    I'll give these a shot. One of them should be exactly what I needed :)

  • Hey,

    I'm looking for a way to create scripted events. So, if a player walks into a house and I want a series of events to run, like somebody walking X pixels then turning to look out a window or something.

    I haven't been able to find anything about this. I imagine I'll be able to start it with a one-time use invisible sprite and check for colission. Not really sure how to do the timings though. Maybe some For loops?

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  • Ah yeah, that did the trick! Thanks!

  • I'm currently using the bullet behavior to control my player and enemies (a dual stick shooter control scheme) and need to be able to have my player move backwards.

    I figured (and read somewhere here on the forums) that using a negative speed value would cause the sprite to move backwards, but that's not the case. It just kinda flips back and forth.

    Is there a way to do this or should I look to using another behavior or just create my own?

  • Thanks Ramones.

    I'll see how that works and I'll let you know.

  • I'm having 2 issues with a run and jump game I'm working on.

    1. When an instance of a coin ends up going off screen, it destroys all the coins on screen.

    2. My platformer behaviour object (player) stops being able to be controlled after about 10-15 seconds of play.

    Here's my capx...

    https://www.dropbox.com/s/e0lcz6pskf2s8os/runner.capx

    I'm not sure where the problem lies on either of these...

    Thanks in advance, guys!

  • I'm currently spawning multiple of the same enemy on screen at the same time and using "Every X seconds" to have them shoot at the player.

    However, this makes it so the enemies all shoot at the same time.

    I've been playing with other ideas to get them to shoot at different times, but I've not found anything that works yet.

    Oh, also, I'm trying to add 1 to a variable on every tick, but the number doesn't increase. You can see a text field in the play area with the tick number when playing.

    Here's my capx

    Thanks for the help!

  • Thanks for checking it out and leaving your thoughts!

    The auto-shooting was really just something to make the events easier while I learn the Construct system better. Had a few people mention they'd prefer manual shooting, so that's definitely happening.

    The bullet chain is something I'll need to play with for sure. I'm going to look through other shooters similar to this and see how they handle enemy bullets. During my own playthroughs I noticed it could get pretty difficult pretty quickly (although my wife kicked my butt wih ease :) )

    I completely agree about the explosions. All graphics so far were included with Construct 2, so I haven't really ventured into tweaking them yet. I'd like to get the gameplay done before I start work on all the assets on my own (will probably need to hire that part out, as graphics aren't really in my skill set)

    I really like the cooldown idea. I built one for speed boosting in a little experiment I was doing, the same events will basically work with this too. Thanks for the idea.

    I've got a number of upgrades planned. When I get the upgrade store done, the player will essentially start out by dying quite a few times very quickly, and eventually get super powerful and can basically crush everything that comes at them.

    I'll update this thread more when I've got new features to check out.

  • Here's something I threw together today :)

    It's my first real project with Construct and I'm very happy with how it's turned out so far.

    My goal is to have a long, single level that gets progressively harder and requires powerups you can buy with the coins you earn in-game.

    Use the arrow keys to move and the stars will power up your weapon's speed.

    http://ramzsoft.com/games/spaceShooter

    Currently there are about 5 power up stars (any more and the weapon goes nuts) and 3 levels of increasing enemy spawning.

    Id love to get your honest critiques about what I've got so far.

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scheda

Member since 4 May, 2012

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