else's Recent Forum Activity

  • Is there any way to make text that will operate as in Twine or Texture, so that individual words within the body of the text can be clicked on to trigger different actions? The text would vary in length according to other factors so it wouldn't do to put invisible boxes over it to receive the clicks or anything like that.

    Any help greatly appreciated!

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  • Sorry! I've worked it out now - I had set the guns to be mirrored when the enemies were moving in a certain direction, then collapsed that set of sub-events and forgotten all about it. D'oh!

  • I'm making a sort of Nuclear Throne tribute and have enemies with guns which act as turrets and turn towards the player's position when in line of sight then fire every few seconds (randomised with a timer). The problem I have is that the guns sometimes point the right way at the player (muzzle first) and sometimes the other way (stock first). I can't spot a pattern for when it happens and sometimes an enemy will switch between the two during the course of a game. However, the bullet always fires in the right direction.

    The guns are set to an image point on the enemy every tick (I've also tried pinning) and told to acquire the player as a target when the player is within their line of site and unacquire when not. The guns themselves have both the line of sight and the turret behaviours.

    Any help greatly appreciated!

  • I was hoping that wasn't the case but thanks very much for settling it for me! I'll have to work the game mechanics in a slightly different way all round as I don't want to risk some players being locked out due to their keyboards.

  • Thanks very much, but I'm afraid that doesn't work. If A and L are down (in the game, they need to be continuously held down for much of the time) then it will not register K being pressed or held down. Most other keys will register fine in the same circumstances.

  • Specifically, I need the game to register when the A, L and K buttons are pressed but this combination of keys doesn't seem to work together. Once the A and L buttons are held down, the K won't register. Is this just an issue with my keyboard or is it global? I know there are other three-key combinations which will work but I ideally need it to be these three keys (I won't bore anyone with a long description of my game but it's a finger-twister sort of thing).

    Any advice or suggestions will be greatly appreciated. I can post a capx if that helps.

    Thanks!

  • Thank you both! Excellent suggestions and I'll test them out straight away.

  • I'd like to make a boat racing game viewed from above and was wondering if anyone has any tips for making nice-looking top-down water. In particular, I'd like the boats to leave wakes and affect the water as they move.

    All advice greatly appreciated!

  • j0schi's technique worked perfectly. Thank you!

    I'd still be interested to hear any insights into why mine failed though.

  • Thanks very much to you both - I will try that suggestion right away and in the meantime here is a screenshot of my current system. The subevent was just me trying a workaround - I had exactly the same problem when combining all into one event and losing the 'trigger once.'

    [attachment=0:jcr1pdhm][/attachment:jcr1pdhm]

  • I'm trying to limit the rate at which the player can fire to once every second and at the moment I'm simply setting a variable called Firing to 1 when the mouse button is clicked then back to 0 after one second and adding the condition that Firing must be set to 0 in order to fire. The problem is that you can often 'beat' this system by clicking the mouse really quickly, presumably because of the slight delay in changing the variable. What's the simplest way for me to ensure the limit on fire rate is absolute?

    Thanks in advance!

  • Perfect! Thanks very much.

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else

Member since 9 Mar, 2013

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