Canapin's Recent Forum Activity

  • Yo,

    That's a neat plugin. Is it possible to change the sprite speed, or make the sprite moving always at the same speed between 2 points regardless how distant they are?

  • Yeah, the could come in straight horizontal line toward a direction or another, or make circles or something... Don't really know at this time, I have to work on it.

  • That's stunning. I've just fixed a small mistake :

    system -> set choice to wave.enemyID instead of wave.ID

    That works perfectly, thanks a lot !

    Now I'll have to implement the wave patterns... :D

  • Thanks for your replies. I guess Construct 2 lacks this type of family instance selection...

  • Hmm...

    The thing is, I would like to avoid a "create object shotgun" action, because it means that I would like to create an action for every weapon type.

    Here's my capx : test

    Here, I would like each wave to create an [enemy], which have the same ID value that the current wave.enemyID.

    Is that possible?

  • Greetings !

    I'm just wondering how I could tell construct to create a weapon from my "weapon family", but only if its variable "type" is "shotgun".

    I guess it's possible, but I didn't manage to find how...

  • Your solutions seems to be great!

    My goal is to have a game I could easily modify : change, remove or add enemies, weapons, bonuses... and manage waves with different patterns and so on.

    Thanks for your help, as usual ! :)

  • I use a family because each wave sprite will have similar variables : wave length, number of enemies spawned, etc.

    I don't really see how I could manage to create a wave system without putting them into a family.

    But because I use a family, I can't use a foreach loop because each loop will wait to spawn all a wave's enemies before a new one starts. I'm kind of stuck.

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  • Thanks, that's a start!

    The thing is, I would like, for example, wave 2 starting to spawn enemies while the wave 1 is also currenty spawning enemies.

    Basically, each wave should spawn their own enemies when reaching the player's screen, regardless other waves's status.

  • Greetings again !

    I'm trying to make another "wave manager" kind of "more intuitive" so I'm reworking on all my wave system.

    Here's my layout :

    The wave sprites have each an ID variable : 0, 1, 2.

    They also have variables like the wave length, number of generated enemies, ID of generated enemies.

    They also have a bullet behavior, so they're slowly moving down until they reach the player screen.

    When they reach screen, they stop moving and generate several enemies at regular intervals from their X-Y coordinates.

    The problem that I have is that my conditions can't target a specific wave.

    For example, actually the wave sprite is destroyed when it has spawn all its enemies.

    The first wave generate 5 enemies, the second wave 2, and the third 4.

    When the first wave has generated 2 enemies, the second wave is destroyed. On the fourth generated enemy, the third wave is destroyed.

    To apply these conditions on the same wave sprite, I tried to use a foreach wave loop. But that's doesn't work, because the first loop has to finish spawning its enemies, before starting the second wave.

    So, any idea to have several waves spawning enemies at the same time, based on my capx?

    Here is my capx : canapin.com/shooter/test.capx

  • Ohhh, I whould have done this simple search, my bad.

    Many thanks, dear sir.

  • Greetings!

    I'm not working on any project that could use this, but I love the Worms (Worms 1, I'm old school) concept.

    So, I just wonder about the possibility of a destructible landscape (like, making holes in it)

    Is it possible? With a "maths" generated landscape, or with a background image?

    I don't know anything about this subject, so feel free to inform me !

    Well, in the Future I would love to create a Worms 1/Gunbound (Thor's Hammer version) mix, they have both an incredible and amazing gameplay with a perfect learning curve. Plus, they are absolutely fun.

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Canapin

Member since 6 Jun, 2012

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