Guizmus's Recent Forum Activity

  • Well, when you'll have the collision detection between your "bullet" and your brick, the collision detection will filter only the bricks in touch and you will then be able to destroy them. It won't focus everything if you are in an event regarding only certain objects.

  • Ouya may be a great platform for HTML5 games, and I would surely go for a game on it. I'm really looking forward to this as a strong base of games for this baby console !

  • yosualb

    Could you re-send me the last version so I can take a look ? I'll come back to you on the subject later, have to go now, but you are not far from getting it working ! Faith and Courage ! (ok, this was too much)

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  • Try re-dowloading it, I should have downgraded it to R132 (if you have the lastest stable version)

  • yosualb

    They don't have the same specifications in what I wrote. Click on the player and the on the enemy, you'll see.

    Enemies are attacking for 1 damage every 5 seconds, player every 2 seconds for 2 damage. It's normal the player wins ;) Just check the object Properties, not their common family.

    An no problem for everything, no need to thank ^^

  • You should take a look at the "Template : auto-runner". It may help you a lot in your projet. I'm not sure physics is the way to go to move a car on a platform at a constant speed and stop it.

    I helped someone with a continuous move problem not long ago, where he wanted to stop the player/restart the motion on click. Here the capx, you could find useful infos. Here is the capx.

  • yosualb

    Player.UID is the UID of the selected player. For ensuring every player selected/every enemy selected has events 3 - 6 applied to them, you can just add a sub-event in each, cycling through the selected player/enemy. Using player.IID instead wouldn't help at all. on the contrary, the function "changeState" couldn't find the correct character.

    If I'm not mistaking though, using a foreach should be useless. In the current state, the function should be called one time per player meeting the condition. (I could be mistaking though, better way to know is to use a debugger, here is mine)

    But to debug and test as precisely as you want, you should put up some textDisplay per enemy/player, it's hard to know for now the real state of every characters. Using a container seems to be the way to do it, as there will never be a character with no life. And later you could replace it with a life bar if you prefer.

    I moved the variables you used on player/enemy on their common family, character too, try to do this when things have the same comportment in game (bullet, life, attack speed, ...)

    Plus, I would add a random Y (not a lot, just a little) so all characters are not above each others, and still trigger the collision detection.

    Btw, if you want to push your program further, you should try to get rid of this every tick with 4 collision detection... it's costly, and in your case, you could just compare the maximum X of player and minimum X of enemy, to know where the fight is happening. It would be a lot easier on the CPU.

  • Yes, his shadows looked really cool. Have you tried implementing them if you liked it ? He explains how to do it in the end.

  • Yep, sorry, keeping up to date with the beta releases :)

    I use the "timer" behavior, you'll need r136 to read it anyway :/

  • yosualb

    Ok, so, I looked more into your problem.

    The state changing was a good solution, I tried it, it worked.

    I commented my code a lot, so you can understand why I did what I did. If any question rises, just ask :)

    .capx

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  • Ashley

    Thanks a lot ! Looking forward to see how you corrected it, still learning all this :)

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Guizmus

Member since 26 Mar, 2013

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