DolyGamesCosmos's Recent Forum Activity

  • Hi,

    It is simply on collision with those object you initiate actions such as:

    • jump
    • play spring animation

    or

    • spawn water splash
    • reduce player speed to half as he is falling through water
  • Hi,

    I don't know your project but there always several solutions.

    You could create 3 invisible sprites and say that when your player is overlapping a specific one of those then you play whichever frame you want.

  • I want to add that what is in your control is:

    1) Controlling the size of your audio files (naturally if you add a huge audio it will take longer to download).

    2) Consider cutting a longer background music audio into half or smaller piece.

    3) Consider abandoning the specific music you like and go find another which is much smaller size.

    4) Use various tricks to keep the player busy while the audio is loading, such as:

    >> Start by showing various game controls

    >> Have a couple of pictures of story. Even 1-2 seconds that the player looks at the story and clicks NEXT adds up to 10 seconds for 3-5 story pics.

    >> Have some settings page giving the player a choice to set volumes or pick colors or whatever. Could be any not-so-important stuff just to buy some seconds for loading.

    Good luck.

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  • Hi,

    There are many ways.

    One way:

    You can use the Bullet behavior and say:

    CONDITION: ENEMY Y > ???

    ACTION: ENEMY bullet angle of motion = -90

    CONDITION: ENEMY Y < ???

    ACTION: ENEMY bullet angle of motion = 90

    Another way:

    You can setup invisible objects as a boundary and when your ENEMY collides with the bottom boundary tell it to go up (bullet motion angle -90) and when it collides on the top one tell it to go down (bullet motion angle 90)

    The method you choose to use will depend on your project.

    Good luck!

  • > Hi.

    >

    > You simply say OBJECT on collision with PLAYER >> spawn your explosion, add your score, then OBJECT destroy

    > and that should destroy only the object that collided

    >

    > Another tip that you might need, there is a SYSTEM select random instance which is useful to pick one out of many instances.

    >

    > Another possibility is to put a condition to OBJECT that OVERLAPS the player, which will then only apply to those specific instances which are overlapping. This is useful if you have for example a planet that has an atmosphere and if a plane flies out then it would be destroyed via NOT overlapping atmosphere.

    >

    > Good luck!

    >

    Thanks!!!!!!!

    My pleasure

  • What about a simple trick of setting audio volume based on player angle. That would be just a couple of lines of events like:

    CONDITION #1: Dead / Boom / Whatever

    CONDITION #2: SYSTEM is between values: angle(player.x,player.y,whatever.x,whatever.y) from BLA angle to BLA angle.

    ACTION: Play audio at normal volume

    otherwise play at half or 1/3rd volume

  • Hi,

    I watched the video you referenced.

    I think it is much simpler than all the weird stuff you have

    So your boss is doing 2 things. 1) Moving after player and 2) Sometimes dashes at player.

    So here is my suggestion to you:

    Create 2 GLOBAL variables:

    1) BOSS_moving = 1

    2) BOSS_dashing = 0

    Then you don't need all this direction stuff. The boss is simply going after the player in the video you referenced. So you simply say:

    CONDITION #1: Player.X less than BOSS.X

    and CONDITION #2: BOSS_moving = 1

    ACTION = BOSS go left

    CONDITION #1: Player.X more than BOSS.X

    and CONDITION #2: BOSS_moving = 1

    ACTION = BOSS go right

    that's all there is to it for Part 1.

    Then you have your Part 2: the dashing business. For this you simply say:

    CONDITION #1: using SYSTEM every random(2,5) seconds

    CONDITION #2: BOSS_moving = 1

    ACTION #1: set BOSS_moving = 0

    ACTION #2: set BOSS_dashing = 1

    CONDITION: using SYSTEM >>> BOSS_dashing = 1

    ACTION: BOSS super dash attack badaboom badabang

    CONDITION: on end of animation of big BOSS badaboom

    ACTION #1: set BOSS_moving = 1

    ACTION #2: set BOSS_dashing = 0

    And that's all there is to it

  • Wow thankyou so much

    Happy to help

    Glad that it was useful for you

  • > I had this problem also until I learned that you can add an EXTRA condition using OBJECT that is colliding to PICK INSTANCES using the Z ORDER where you can say for example pick the top one when many collide.

    >

    > So:

    > 1) OBJECT #1 collides with OBJECT #2

    > and 1 more condition: OBJECT #2 Z ORDER pick top/bottom > top

    > >> ACTION: badaboom badabang

    >

    > That will solve your problem

    >

    Perfect!!! Saved my project

    Thank you very much =D

    My pleasure

  • Awesome!!!! I didn't think of it like that.... now it works exact how I wanted it too

    Thanks DolyGamesCosmos.

    My pleasure

  • Hi.

    Showing an image is simply SYSTEM create object (the box) and on this box place a Pinned text which will get a randomly generated number: int(random(1,36))

    You will also need a GLOBAL variable to receive the same number for calculation purposes.

    Then you need to know if the sum of the numbers picked by the player is adding up to your random number or not. For this also you can create a GLOBAL variable which will have a value of:

    CONDITION 1) SUM of all boxes.

    CONDITION 2) Box must be selected.

    Then you need to compare the two with something like.

    CONDITION) GLOBAL #2 = GLOBAL #1

    ACTION) Victory!

    Good luck!

  • I had this problem also until I learned that you can add an EXTRA condition using OBJECT that is colliding to PICK INSTANCES using the Z ORDER where you can say for example pick the top one when many collide.

    So:

    1) OBJECT #1 collides with OBJECT #2

    and 1 more condition: OBJECT #2 Z ORDER pick top/bottom > top

    ACTION: badaboom badabang

    That will solve your problem

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DolyGamesCosmos

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