datiel12's Recent Forum Activity

  • datiel12

    I'm so glad that you just sent the minimum capx other ways I would have had my second heart Attack <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    if you change this in those two places will work:

    On Event sheet: EnemySheet Lines 27 to 29

    https://www.dropbox.com/s/v34ozsm4hev0kxy/turret%20gunFix.png?dl=0

    And On Event sheet: CorePlaySheet Lines 90 to 91

    https://www.dropbox.com/s/cj5kdlrczbba5 ... 2.png?dl=0

    Thanks!

    <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • datiel12

    before you post your capx try this

    https://www.dropbox.com/s/orbftbkmjt3qp8f/turret%20gun.png?dl=0

    note: you need to put the enemy gun in a container with the enemy

    Edit: jeje you where quicker done me to post the capx I will have a look

    I tried that and it still didn't work..

  • datiel12

    before you post your capx try this

    https://www.dropbox.com/s/orbftbkmjt3qp8f/turret%20gun.png?dl=0

    note: you need to put the enemy gun in a container with the enemy

    Edit: jeje you where quicker done me to post the capx I will have a look

    Lol, Look in EnemySheet For the broken AI Code.

  • datiel12

    can you share a minimum capx so we can have a look? is quite hard to know just from the pictures as it may be the fault in somewhere else

    Also, who is the one that doesn't shoot the Enemy or the Player?

    Heres a CAPX

    https://app.box.com/s/zlwzm8xm5c53655ngwma9ek9r87gu1tg

  • datiel12

    can you share a minimum capx so we can have a look? is quite hard to know just from the pictures as it may be the fault in somewhere else

    Also, who is the one that doesn't shoot the Enemy or the Player?

    The Enemy Doesn't shoot, I'll try to get a smaller capx..

  • datiel12

    Something like this?

    https://www.dropbox.com/s/tj6opk468g68bmw/GunTurretShootPlataform.capx?dl=0

    you can organize everything under The Line Of Sight to save some extra checking

    https://www.dropbox.com/s/rat9t5ewexgdm9l/GunTurretShootPlataform2.capx?dl=0

    Thanks, but that didn't work, to give you a better idea heres a gif of the issue

  • So, I have a really nice AI that I love, And I followed this tutorial

    to make it. Along with my own modifications.

    However I ran across a problem, So the enemy has a gun and when the player goes behind the enemy the gun turns around with it and would shoot the player.

    But that doesn't happen, for me the gun doesn't shoot when the player goes behind the enemy.

    Heres my events

    Help please?

  • if you want to make a manual reload you would just do that nested IF outside

    //make sure the gun isn't already full
    IF reload button pressed AND player.currentclip < MaxClipSize
               IF player.clips > 0 THEN
                   
                   //reload
                   set player.currentclip to MaxClipSize  //whatever the size your clip is
                   subtract 1 from player.clips
    
               END
    END[/code:3bng2rep]
    
    the only thing you have to think about is if the player hits reload and their gun is not empty, what do you do with those extra bullets?  that's when it get's a little more complicated.
    

    Thanks! I'll try when I can!

  • So, what I want is an Ammo system where once you run out of ammo you can reload. If you have the amount of clips. Once you run out of clips then you can shoot the last bit of bullets you have. But you cant reload.

    How would I do something like that?

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  • Ok, I understand better what you want.

    So you need to explain to the computer which animation to play for every possibility of movement. There are always many ways, but in my projects, and I am not some super expert, I am using angles to do that.

    To do this you need to picture in front of you the angles: 0 is on the right side, -90 is up and 90 is down and so on.

    So you need to setup several events to cover each range and you say:

    If the angle(Player.X,Player.Y,Mouse.X,Mouse,Y) is between 0 and -30

    If the angle(Player.X,Player.Y,Mouse.X,Mouse,Y) is between 0 and +30

    go right

    and set animation to "right"

    If the angle(Player.X,Player.Y,Mouse.X,Mouse,Y) is between 30 and 70

    go top right

    and set animation to "top right"

    If the angle(Player.X,Player.Y,Mouse.X,Mouse,Y) is between 70 and 110

    go up

    and set animation to "up"

    etc

    it will also help you to put a temporary text showing current angle on the screen so you can solve bugs around angle 0

    good luck

    Alright, I'll try it.

  • Hi,

    You mean something simple like SYSTEM Every Tick

    >> Player Set angle towards Mouse X Mouse Y?

    Similar, What i mean its when the mouse rotates around the sprite the sprite will change its animation direction. Something similar to the Alien Shooter Series.

    Actually a better comparison would be this

    The way the sprite animation changes based on the movement. Except I just want the effect but not for movement. I just want the effect for mouse look.

  • The title is messy. I dont know what to call it. But anyway how would I go about making a game with isometric sprites change facing direction depending on the mouse location. Similar to using rotate towards angle. But when its rotating, it will change sprites.

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datiel12

Member since 14 Jun, 2016

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