alexwdara's Recent Forum Activity

  • dropbox.com/sh/5rrolaohi2lowps/g1zR_KCZqn

    So that's my file for what I have for charging a bullet and making it bigger. On release the bullet will fly faster as opposed to a regular bullet as well.

    The problem comes from when I start moving. If you guys notice the bullet itself will stay in the same place while the player is moving across the screen.

    Can anyone help me figure out how I can hold the bullet at the end of my imagepoint while I move around? I want the bullet to be able to stay with the player, not be left at one spot

  • I know there are plenty of ways to make a character dash. My way is to have the character set platform vector x to xx amount I want.

    I've also done double jump the same way, while my character is in the air.

    I just wanted to know if my way is the cleanest way, or is there any other solutions that others have made up.

    To be more in depth with double Jumping:

    Condtions

    Player is NOT on the floor

    Jump button pressed

    Action

    Player set platform vector Y to - 700

    Dash:

    Condition

    A is pressed

    Player platform is on floor

    Action

    Player set platform vector X to 500

    I'd also like to ask if there is some kind of relation tot he acceleration speed and the vector X,Y movements?

    Thanks a bunch

  • So as the title says, I'm having trouble putting origin points on my sprites, are there any settings I can go to place them on my sprites? I'd like to put an origin on a Player Box, and a Sprite on top of that box. Eventually i'd like to make the sprite shoot, but i would also need another image point to be created at the tip of the gun.

  • Three things I want to learn how to do.

    1) Have my player dash with a button.

    2) Have my player dash while pressing the direction twice.

    3) Have my player be able to air dash.

    I understand that I can have my player move forward in x amount of pixels with the move forward feature. The thing is that I want my character to be able to have it flow like megaman x or something sort of that caliber. The move forward function actually has my player sort of jump to the pixel or teleport, what have you.

    Any tips would be great.

  • I solved my problem. This program is amazing...

  • Thanks Rory,

    Can you elaborate what a paperdoll system is? So far for a shooting game I just made the character spawn a bullet.

  • For platformers, would the character have their own sprite/playerbox, and the weapons seperate?

    Example, If the platform was similar to contra/metal slug/ megaman, would their weapons have their own sprite/box?

    Example 2, If the platform game also included different weapons,such as swords/axes/blunt tools, would those have their own sprites/boxes as well?

    Thanks

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  • This is what I've done so far.

    <img src="http://img.photobucket.com/albums/v93/smallxfrye/AngleShot.jpg" border="0" />

  • Hi.

    I'm trying to have my player shoot at angled shots.

    I've already set the input to where if the player holds down the w key and press the spacebar(shoot), the player will shoot at an angle of either 240 degrees, or -45 degrees, depending if the character is mirrored or not.

    My problem is that when the character shoots at the upward angles, a second bullet spawns at the same time as if it were shooting straight of either left or right depending which way the character is facing.

    How do I make the character shoot at the angles only without shooting a second bullet at the same time?

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alexwdara

Member since 9 Aug, 2012

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