the_Shit_hawk's Recent Forum Activity

  • In short, your answer is Variables. you can use Instance or global variables, though instance variables are geared more towards hoards of enemies. if its player vs player, you can get away with using global variables.

    once you create the global or instance (Numerical) variable , your code would look something like :

    Player- On hit - subtract X from HealthVariable.

    you can use the same logic in reverse.

    player-on collision w item - add X to HealthVariable

    To kill player when life is at 0 or below (in case player is at 1 health and is hit twice at once)

    If HealthVariable = equal or less than 0, player = destroy

    Similarly, If They Pick Up Health, Instead of Stacking 999999/100 health, You can cut it off at a maximum.

    If HealthVariable = Greater than MaxHealth, Set HealthVariable to MaxHealth

    The same with 'FlowerPoints'. Create A Variable named Flowerpoints.

    Player - On Collision - Add X To Flowerpoints.

    Every Tick - Set FPText To - "Flowerpoints : "&Flowerpoints

    - Set HPText To -"Health : "&HealthVariable" / "&MaxHealth

    You can then create pickups that allow for More than Max Health.

  • that oughtta do it

  • if not, try the flip image or mirror image options. worst case scenario, go into sprite editor, and hold shift key and flip all images. your character will be upside down in sprite editor, but right side up in gameplay

  • Theres an option with a checkbox or a scrolldown menu, it will say something along the lines of "Set Angle" . Uncheck That. if it is a dropdown menu, it may say something along the lines of, "45 degrees" or "90 degrees". however, i'm assuming that should solve your issue.

  • also if you know how many pixels your players feet are away from the main image point you could say create image player.x,player.y+(number of pixels away from image point feet are) . when dealing with y axis, y+ a number is down, and Y- a number is up.

  • add the dust animation to playersprite and player- on landed - play landed animation; or, create an image point at the bottom of your player sprite, and player-on landed-create new object- sprite 2, at image point 2; with sprite2 being your dust animation. if creating a new object, you can use, sprite2 - on created -set animation 1, wait x seconds, destroy (or fade, destroy)

  • every event sheet is a new file. i dont think c3 has event sheet limits but i know c2 free did. scour youtube youll find array explanations. theyre just 2d-3d variables. like rows and columns of data.

  • understandable. but thats the magic of videogames. smoke and mirrors. lots an lots and lots of smoke and mirrors. :]

  • try switching the event around. it likes to be tempermental sometimes.

    i.e.

    Box - On Collision With Ball- Destroy Ball

    may have a different outcome than

    Ball - On Collision With Box - Destroy Ball

    i believe the logic behind it is: If THIS box comes in contact with any ball, destroy all balls

    If THIS Ball Touches any box, Destroy THIS ball.

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  • I'm trying to develop a game that starts off each stage as an autorunner and turns into a platformer for boss fights. Does anyone know if this is possible and if so how it's done?

    It's Beautifully Possible. Do you use c3 at all? maybe i have something of use...

  • thats were as in they were, not were as in we're, i didnt want to mislead you into thinking im affiliated with scirra

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the_Shit_hawk

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