moebios's Recent Forum Activity

  • I hadn't thought of waypoints. I don't know how they work actually. I will try to learn and try, is it the most practical way? Thinking about a game with many waves of enemies...

  • in this case use the behavior PIN in the text

    + System: On start of layout

    ----+ System: Repeat 3 times

    -----> System: Create object Sprite on layer 0 at (90 + 32 × LoopIndex, 60), create hierarchy: False

    -----> Text: Set position to (Sprite.X, Sprite.Y - 16)

    -----> Text: Set text to Sprite.UID

    -----> Text: Pin Pin to Sprite (X: True, Y: True, angle: True, width: No, height: No, Z: False)

  • Yes. I made a function to create the groups (say 5 enemies lined up vertically) and my idea is that when they are created they would have a boolean variable (active/disabled) to tell if they are active or not and then they would be able to to make the move. The problem is that I don't know how to make this move like the games from 10, 20 years ago =(

  • I think you can add text in a container along with the enemy

    drive.google.com/file/d/1HDRWJyHeMj8sFmt45SZy7dghDTj8aSBQ/view

  • Hey guys.

    I'm trying to make a SHMUP game, and I have a problem, I can't get the enemy ships to move in a coordinated way like in traditional SHMUP games. I've been trying for days and I can't make groups of ships that move neatly around the screen and then out.

    I also didn't find tutorials about it. I'm lost. Does anyone have experience with this and manage to shed some light on this issue?

    Tagged:

  • Hello everyone.

    I'm making a turn-based game where items, weapons, potions can positively or negatively cause a player's attribute.

    So, for example:

    Amulet: +2 STRENGTH and -1 INTELLIGENCE for 2 turns

    Sword: +1 STRENGTH for 10 turns

    Potion: +1 STRENGTH for 3 turns

    That is, these elements can increase and decrease the player's attributes for a certain time (turns).

    But I don't know how to make these calculations.

    I thought of making an array for each attribute:

    array_force,

    array_intelligence...

    and any input matrix are added to the attribute:

    matrix_strength atX [0] = 2 <(would be the same as +1 strength for 2 turns)

    matrix_strength atX [1] = 3 <(would be the same as +1 strength for 3 turns)

    matrix_strength atX [2] = 2 <(would be the same as +1 strength for 2 turns)

    But then I would have a problem because I can only add, I would have to have another array_force only for negative values...

    Cut me a little tricky... do you guys have any tips on how to do this smarter?

  • ok, done =)

    var enemy;

    enemy = runtime.objects.Sprite.createInstance (layer, x, y);

    enemy.instVars.name = "lorem ipsum";

    It looks so simple looking now, but I had no idea how to do it before =)

  • Hello guys.

    I am creating the objects with script:

    runtime.objects.Sprite.createInstance (layer, x, y)

    And I wanted to set variables for this Sprite right away with script too, like:

    runtime.objects.Sprite.createInstance (layer, x, y)

    set Sprite.name = "lorem ipsum"

    runtime.objects.Sprite2.createInstance (layer, x, y)

    set Sprite2.name = "lorem ipsum"

    But I don't know how to do this.

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  • Hello people. I'm trying to do a "chain effect", the idea is that the "coins" behind the player repeat his movement, I'm trying to do it using physics, but it doesn't work, does anyone have any tips on how to do this?

    (I recorded a GIF of the result of my game)

    media.giphy.com/media/Qsh92J8kc2jzrbTKlg/giphy.gif

  • In fact, you are right, it works very well =). Thank you for your help. Now the challenge is to make it stop the collider with the solids> <

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moebios

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