Meepithmancer's Recent Forum Activity

  • I was in the process of making an enemy when I had an idea for an interesting attack for it to perform, but I have no idea how to make it work. The idea for the attack is that the enemy would spawn a circle of fire around itself, make it rotate and speed up, then launch it at the player. I've been able to make the enemy spawn the fire and could make the fire move towards the player, but I can't figure out how to make it orbit. I've tried the solutions presented in this thread here:

    make-an-object-orbit-around-another_t55723

    but I'd like to have multiple objects orbit the same point, and be able to make it accelerate. So far, I've had the enemy spawn an invisible sprite, which then spawns the 8 fire sprites from 8 imagepoints around it. As suggested in the above thread, I've considered using a long sprite and setting the fire sprite to the long sprite's imagepoint, but the problem arises when I want multiple instances of the same sprite to be able to set themselves to separate points. I can't think of a way to do this with instance variables, since I don't know if there's a way to set an instance variable to a specific number. One idea I've had is to just have 8 separate identical sprites for this, but what if I want to have multiple of this enemy present? The best idea I've had is to have them have an instance variable that's linked somehow to the number of that specific sprite on the map. Either way, thanks for reading and you can download what I've got so far here:

    drive.google.com/uc?export=download&id=0BwLbdaJdyjbUSHQzcjIxcUU3RzQ

    ^Sorry about cutting the URL, these forums don't allow people with low rep (the people who need to post urls) to post actual urls.

  • [quote:29smpnt6]if you mean this type of dashing? example file.

    i just edited you capx file a bit...

    i disabled the stamina usage to 0 for testing purposes... c2 has some spawning problems on this capx and the shadow effect is a bit out of place. hey hope its what you wanted.

    and hope you like your new player face .... got borred wanted to do something more then a green block haha

    Thanks, my original problem is pretty much fixed now, but there are a few minor problems that have arisen. I was thinking to have this look like a sort of backstep, which means the player wouldn't be mirrored. This is because the purpose I had in mind for the dash was to assist with lining up slow attacks, and quickly dodging enemy attacks. Of course, I can always just change the character to not be mirrored, but I also like the afterimage effect quite a bit. So the problem is that when i disable the mirroring that happens on the dash, the effect is still mirrored. Also, removing the mirroring of it doesn't always look right, since the player may dash in the opposite direction that they're facing, and the afterimage will be flipped the wrong way.

    Because of this, I've decided there are two possible solutions, but I don't know how to implement either of them. Either have the afterimage be mirrored whenever the player is mirrored, or have the dash be a little bit slower, so as to look like actual movement rather than a teleport. Thanks, and have a good day.

  • Thanks for the reply, the general idea is that it would function sort of how the one in this gif does.

    http://vignette3.wikia.nocookie.net/mag ... 0714114524

    Basically, it would just push you a little bit, and would not be something that you press and hold. What I did was this:

    http://imgur.com/E9pL9Hy

    The problem that's coming up is it doesn't move the player at all, but it does subtract stamina and start the delay. I tried temporarily changing my max speed, as mentioned in this thread: applying-vector-x-to-sprite-with-max-speed-of-35_t73660 , but it didn't fix it.

    You can see a full shot of my events here: http://imgur.com/cIngLut

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  • I've been trying to make a platformer, and I've made lots of progress on my own and with google, but I've run into a problem. I've been trying to implement a dash function where you press either Q or E and get pushed a bit to the left or right, respectively. I've implemented a stamina setup, where it checks your stamina, makes sure it's equal to or above one, and then performs the action. It does this with my double jump, and does this with the dash. This has allowed me to troubleshoot and see that it's not a problem with the conditions, since it does subtract the stamina. I read on another thread that it might be a problem with my Max Speed. It's very possible that this is my problem as well, since I have my acceleration and deceleration set very high, because I don't want any ice physics. Thus, my Max Speed is effectively my speed. If you have any questions, feel free to ask, or you can download my project using the link below to see for yourself. Thanks for your time, and have a good day.

    If you'd like, you can download my "Game" here: https://drive.google.com/uc?export=down ... 0d1UEhZQ28

    Note: This is, as you can probably tell, a project for testing ideas, mechanics, etc. My "Art" is just made in paint, to quickly serve a purpose and not to look good. Sorry about your eyes.

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Meepithmancer

Member since 20 May, 2016

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