jeffige's Recent Forum Activity

  • p.s

    I've got it to this point, shields spawn correctly for the most part.

    CAPX

    To test, you can lower the number of stars needed on the 'Achievements" event sheet.

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  • Are you sure you want the game to be designed such that you fall onto a bunch of stars on spawning and don't even have to collect them? I would just make sure the player spawns on an empty disc always and go from there. If you do want it to do this then I guess i can take another look.

    Thanks for the reply. After some trial and error, i had the system randomly choosing between 2 disks that have either the 90 or 180 motion created center of layout without the stars. . That worked fairly well, except the disks/stars would still be randomly created, so they could still be created underneath the disks that DO NOT have the stars.

    I tried only creating non-star disks at layout start, but there was so much dead time from the start of play to when the actual disks/stars entered the gameplay.

    Even if i could make it so the ball would not be created on top of multiple stars, in reality it could still collide with stars that are directly on top of one another. Which brings us back to the original problem.

    How to get the system from jumping over that 'trigger' star number.

    I am surely open for anything that works. Well, anything that i have the brain power for.

  • You need separate animations for each and every different type of swing movement. Like having different animations for walk, run, idle, jump, etc. etc.

    Unless you just want the player to be able to go through all of those movements at once like in the video. You'll still have to have all the different frames, but you'll add them all together in just 1 animation.

  • Been trying to figure this out for a couple of weeks now.

    The player (ball) rolls around on disks and destroys stars, getting points for each star. After a certain number of stars have been destroyed, an achievement is triggered and a set number of power-ups (shields) are awarded.

    Right now, i'm testing with the shields being awarded after the 5th, 10th and 15th stars are destroyed.

    The problem: if the player falls off a disk and has only destroyed 4 stars, the next time the layout starts, since the disks are created at random positions with the stars pinned to them, the ball can and most of the time will spawn on top of 2 or more disks directly overlapping each other. This destroys 2 or more stars within 0.01 secs. In doing this, the number of stars jumps from 4 (the number before the player died) to 6 or more, and the shields are not awarded and they do not spawn. This can also happen with the 10th and 15th achievement trigger.

    I don't know why, since the system has to count the 5th star to get to the 6th. If the player does not die, and scores the 4th, 5th and 6th stars, the shields are awarded and spawned as they should be.

    If anyone can take a look and see what i'm doing wrong, or suggest a workaround, it would be more than greatly appreciated.

    CAPX

  • CloveltOc

    So i think i got it. I found this post about a Vacuum and at 1st look, it wasn't what i was looking for. But after dissecting it for some time.... voilà!

    Thanks for all your help, brother.

    Now, i still gotta work on the shields' GV and getting them to actually spawn when they're supposed to.

    Oh yeah, thanks for that capx awesome help!

  • So what exactly is the movement problem?

    What is it supposed to do?

  • CloveltOc

    Try this

    CAPX

  • CloveltOc

    sorry, still a noob....Vanilla.capx?

    I tried deleting the spritefont+ plugin but it's still showing.

  • CloveltOc

    Yeah, it took me a minute but i got that. Still haven't figured it out yet, though.

    If you want to take a look at it, i'd be much appreciative.

    CAPX

    The star events/actions are on the pickups layout, at the bottom. I just added bullet behavior to the stars. Still working through it.

    Oh, the shield is on an achievement trigger. When i test, i go to menu layout > enable 'clear storage' > run > go back and disable 'clear storage' > run it again and test.

  • Sorry brother, not seeing a Move towards position.

    To make it easier, i may just add a circular sprite - 300 pixels circumference - set to invisible. Then i may be able to figure out the "is overlapping another object" to get them to move to the ball.

  • CloveltOc

    Thanks for the reply.

    What is the distance -20/20? Is that how many pixels they would move?

    As you can see in the image, the stars will be moving along with the disks up and down the screen and be different distances away. Once they collide with the ball they will be destroyed and scored.

  • The game: roll a ball around and collect stars while staying on top of disks.

    There is a power-up in the game that once enabled, it will surround the ball and should act like a magnet, pulling any stars a short distance away toward the ball itself.

    I can not give the stars a 'solid' behavior, the ball hesitates once it collides with the stars. And i can not give the stars a 'physics' behavior since there may be up to 50 stars on screen at any given time, and when i tried adding that behavior the fps went way down.

    I looked at some posts and examples, but either it's not what i need, or they use the physics behavior.

    How can i draw the stars toward the ball if they are, say, 300 pixels away?

    Any help is greatly appreciated.

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jeffige

Member since 28 Oct, 2012

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