Tekniko's Recent Forum Activity

  • Hey, unxcellent I've figured out the New local storage system however I don't have my files right now so I can't upload. One Workaround you could do is look for OLD WEBSTORAGE CAPXs and build your game over those. They are much much easier to use.

    When you insert a new object, right click on the background of the pop up window and select "Show Deprecated Plugins". I prefer Web-storage myself.

  • So, I think I got this.

    X = (PlayerWeaponMinDMG * 0.9)

    Y = (PlayerWeaponMaxDMG * 1.1)

    Z = random((X),(Y)) Random will pick a value between the two values given right? Not just either or?

    TrueDamage = Z - Player.DEF

    Correct?

    Edit: Checked the manual. I want to use "random". The other option would be "choose", which I do not want.

  • But if I do that for lets say 100 damage.

    100 / 100 * 10 = 10.

    I want ten percent below 100, so 90. Not ten percent of current value.

  • Is there a simpler way of finding X?

    X = random((Player.WeaponMinDmg - 10%),(Player.WeaponMaxDmg + 10%))

    And is this how I remove/add 10 percent of the weapon damage?

    Basically, I want to find minimum and maximum damage of the weapon, let's say 50 min and 80 max. Then I want the computer to minus 10% from the minimum and add 10% onto the maximum. Then I want the computer to randomly select between those two variables. So it would end up selecting a random number between 45 and 88, with these current values.

    I know how to do the Math part I am just not sure how it translates into Construct 2 logic and so on.

  • I don't understand the issue. Why not just use an animated sprite?

  • This is how I handled the issue.

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  • Thanks for the help. I ended up switching to 8 directional movement and programming my own logic.

    It does what I need it to do for now but I see issues down the road when it comes to path finding.

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  • Hey there,

    So, I created an "AI" of sorts, specifically, a move-to player action. As you can see below, the monster sets the angle towards the player and then moves toward the player, one pixel per tick. This has been fine for a while, but now I need the Monster to stop changing it's angle.

    I went through all of the actions but I just can't seem to find one that will allow LOS movement towards the Player, without changing the angle of the object being moved. Can anyone help?

    Thank You,

    Stephen

  • The barrels would just be sprites with their own Sine behaviour. Once the player is overlapping a barrel sprite, set player invisible and set player.X/Y to barrel.X/Y. You'll need to update the player's position to the barrels position as the barrel moves. Disable player controls and anything else you don't want happening while the player is in a barrel. There are a few ways to do this, play around a bit. Also set a variable that you are in a barrel. inBarrel = 1

    When inBarrel = 1 and you press the Fire Key, enable bullet behaviour on the Player and set inBarrel = 0. Set the Player's animation to "Curled Up" (or whatever) then set the bullet acceleration/speed and time that this animation will play, based on each barrels properties. Also set the Player back to visible.

    Disable bullet behaviour after X amount of time. Set the animations back to default. Enable player controls. Rinse and repeat.

  • Did you try setting the particles angle to the Player.X/Y ?

  • Most people here use a Dropbox account (free) and just share the link that way.

    After watching the video, I still don't really understand what's going wrong. I mean, I see that it isn't working but I can't tell you what you did or how to fix it. My first suggestion would be to turn off line of sight. Use bullet enabled after a certain condition. Then destroy them once they are off the left side of the screen.

    Looking back at my platformer from 2014, this is how I handled my player collisions. Ignore the function for now.

  • drunkenoodle This is how I did it.

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    Then I used an 8 Directional Behavior on the Player's Ship and turned Set Angle to No. Then while the player is touching screen the ship would shoot. As well, if the screen touch was more than say 50 pixels away from the ships current location, the ship would move to the fingers current touch x/y.

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Tekniko

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