silvereon's Recent Forum Activity

  • Maybe another easier way to do this?

  • Hi guys

    I've tried searching this but cant find an answer. Im trying to get my player to respawn at a last specific safe spot ie on a platform just before a fall to death. I thought about placing a transparent collision box with a bool variable set to trigger true once the player enters it, so if he falls, he should respawn to last true variable bool. Problem is, I dont think that would work since i dont know how to set all other instances' bool to false.

    Is that the wrong way to go about it?

  • Hey guys,

    sorry to bump an old thread, but it seemed close to what im after.

    I've made instances of a collision box in my scene - lets say I have two doors, from same object. When I add the text instance variable to the first door, the second door inherits that variable too. Am i doing something wrong? I really dont want to have to clone that object if I dont have to.

    Also when I rename the instance in the Properties panel, it renames for all instances with the same name (which leads me to think its changing the properties of the actual object and passing it to all instances). Is this the case? Is the only way to have instances independent from their source is to clone them in the Object Types folder?

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  • hey guys just wanting to share a game i made for a gamejam i took part in (solo). The time limit was 48 hours but i was only available for at least 15 hours.

    Its quite buggy and unfinished. Lots of things i've left out like scores and pick ups and cut scenes. Originally wanted certain enemies only vulernable by jumping on them with large feet and flying enemies to be vulnerable from below with an enlarged head butt, but couldnt get it working correctly in time, so it all just happens on collision (default).

    here are the CONTRAILS:

    A/D move left and right

    Q/W/E changes from normal, big head, large feet

    Space is to win, i mean, jump.

    stuffraymakes.com/h5games/thebody (will have to copy and paste. Not allowed hyperlinks just yet ): )

  • wow - so clean. I have to admit though, that dir value goes over my head but probably something i'll figure out on my own.

    Thanks heaps for this, you're really quick to help out :)

  • can anyone tell me what im doing wrong on this one? i've also tried using System "Is Between Values" with value being "player.Bullet.AngleOfMotion" and looks like it was only actioning the left movement and down movement.

    dl.dropbox.com/u/74839448/pointClickPrototype.capx

  • EHRMAHGEHRD!!!!

    I cant believe it was that simple. Thanks for that! :D

  • Yeh i know how to play different animations based on angle of motion.

    And adding action "Set Angle of motion" to value "mouse.X, mouse.Y" - i get an error "Syntax Error - expression seems to stop here" and it points in between the mouseX and mouseY.

  • You can do it with the bullet movement and 2 events: example

    I don't like making behaviors to replace such simple events. If we have many behaviors that do such simple things for you, I think Construct 2 will become patronising, and then people start expecting behaviors to do everything for you, which they're not designed for.

    I've included that example in the next build's example directory too.

    Sorry to bump an old thread, but this seemed relevant to me right now. The behaviour i want was achieved via Kyatric's Automated movement.capx but with the 'set angle' turned off. This makes the sprite move to mouse location while not rotating the sprite (the way i want it). My goal is to basically play different animations depending on the angle the character moves at (that part i got covered). Doing it with bullet movent also rotates the animation though and i cant seem to find a solution that way.

    Is there a way of doing this by way of your example, Ashley? I've tried turning off "Set Angle" off but this keeps the bullet movement to the original angle (as one would expect.

  • rexrainbow

    Thanks heaps! i havent had much time lately but i'll be studying those links :)

  • Hey guys, i've got this game my team developed that i've ported to construct 2. It's a two player versus game that i want to be able to access on portable devices so i was digging around for some sort of peer-to-peer connection solutions for construct (and also im very new to network stuff for games). I read the multiplayer faq but didnt quite see a clear answer.

    is this plugin (socket-io plugin) able to do this (not by itself i'd imagine)?

    and is a peer-to-peer not a good idea for a 'player vs player' game?

  • lots of thanks again with this, managed to fix it :)

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silvereon

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