supergodjesus's Recent Forum Activity

  • I just came onto the forum to see if anyone else had this issue as well, and I see that I am not the only person.

    The problem I have is that just completely random instances of monsters are invisible. There is no consistent way to reproduce this that I can see, and it seems to just randomly effect sprites.

    I uploaded my capx all the same, but I have no idea if it will shed any light on the problem. I only have noticed this issue after upgrading to 103.

    Link to capx: dl.dropbox.com/u/13425402/ZombieTest.capx

  • The Flood Fill looks more accurate, thanks for that link :)

  • Hello all,

    So, I was wondering how I might go about doing something. What I would like to do, ultimately, is create an atmospherics type system for a spaceship, which includes keeping track of how much air there is in any given room.

    How would you go about doing this? If there is a hull breach, then obviously the air would get sucked out of the room. But how about pumping air back into it (assuming there are appropriate pipe connections)?

    What makes it a bit more complicated is the fact that if a door to a room is open to, say, a hallway, and a hull breach occurs inside the room, it should suck all of the air out of the room AND hallway, but if the door is sealed, then only the hallway should re-pressurize.

    Any tips on how to go about such a system would be greatly appreciated. Thanks!

  • Thanks Sully!

    I tried out what you said and it worked like a charm! Thanks very much!

  • Hello all,

    So, I am having a difficult time figuring out this issue and was hoping someone might be able to point out my stupidity.

    What I -want- is for a monster that when it its health reaches zero, it blows up into 3 clumps of slime, which gradually move back to the origin and then 'reform' the monster.

    The issue I am having is that when the monster respawns, 3 or more instances of the monster respawns instead of just one instance. And the issue is compounded each time (so if I am using a grenade, and kill all 3 of the overlapping monsters, then 9 more respawn, then 27... all stacked on one spot). The rest of it seems to work fine though.

    Here is a picture of the events used for this:

    <img src="http://img856.imageshack.us/img856/3800/problempf.png" border="0" />

    Any help is greatly appreciated. Thanks!

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  • Hello all,

    I was curious as to how to go about something. I wanted to make it so that the player in my top-down shooter game could rescue someone (an NPC)and then the NPC will follow the player and shoot at any creatures that comes within range. Any thoughts or suggestions about how to make the NPC follow the player and keep a relative distance (not too far, not too close)?

    Thanks!

  • Hello all,

    For my game I have been using physics, and of course this is rather intensive on the ol' system resources. I managed to make a major game-play improvement by making monsters only simulate physics behavior instead of have the physics property iteself; so if they touched something that needed to move, there is an event that just applies an impulse at the monster's angle to the object - far, far more system friendly.

    Now what I want to do is take all of my wall objects and remove the physics from them since there are a lot of them, but I don't want physics objects to pass through them (physics objects just slide right through non-physics objects). I wanted to do something similar to what I did for the monsters, but it was a lot simpler for the monsters. For walls, the physics object colliding with it needs to stop and perhaps even bounce off the wall slightly, but I am unsure how to do that. Further, without the physics property, the player-controlled character now just goes through walls like they are not even there.

    What would you do to fix these issues?

    Thanks in advance!

  • You should be able to to 'apply impulse at angle' to get the puck moving in whichever direction you'd like (or a random one).

  • That did the trick. Thank you very much!

  • Hello all,

    I have yet another problem that I have run into and am having trouble with.

    For my game I created an auto-turret. What I want it to do basically is pick the nearest enemy (there are multiple enemy types, so I chose the family as the target which contains all enemies), rotate towards it and if it is within a certain distance (say, 700 pixles) then it will fire at the enemy.

    I can get this to half work, basically. It will sometimes target an enemy and shoot at it, but it will often ignore the closest enemy, and once it 'targets' an enemy, it will always rotate towards it even if there are closer targets at hand until the target it was fixated on is dead, and then it will go and kill a couple of other monsters and then it will just stop targeting anything for awhile (it seems to come and go in spurts).

    Here is what the events look like at the moment. Maybe I am just sleep deprived but I can't tell where I went wrong. Any help/advice is greatly appreciated. Thank you!

    <img src="http://img832.imageshack.us/img832/7853/whyyyyy.png" border="0" />

  • Actually that is what I did, I removed the family and went through the events to specify each action for wooden walls and brick walls individually and it works now. I am not sure if its a bug, but it wasn't working when they were in a family; or it could just be something that I overlooked on my end. In either case, I got it working.

  • Hello all,

    Alright I am not sure whats up and I can't figure this problem out.

    So what I want, is when a particular variable is set to true, I want bullets to bounce off of certain things they collide with. This worked perfectly fine when I had wooden walls, trees, and tall furniture - it bounced off all of these no issues. Then I added brick walls into the mix, and now the bullets wont bounce off the brick walls OR the wood walls at all, but still bounce off of trees and tall furniture. I included a screenshot of the events - the two highlighted in blue work, the two in red don't (though the wooden walls did before I made the change and added brick walls). The only thing other than adding the brick wall that I changed was I put both the wooden wall and brick wall into a family, but that shouldn't matter because I am not attempting to use a family in the event, just the objects themselves.

    <img src="http://img696.imageshack.us/img696/6859/whyyyy.png" border="0" />

    Any help is appreciated. Thank you!

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supergodjesus

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