pmurph's Recent Forum Activity

  • I'm sorry, i should have been a little more clear on two things.

    1. The center wall i need to only be passable when the player 'throws' the ball(holding a button to catch and releasing to throw,Still haven't figured this out, but it's the concept) , You can also simply run into the ball and it will bounce around , which brings me to my second point.

    2. All of the objects in the scene that interact with the ball in some way are physics objects, mainly becuase that was the only way i could figure out how to get what i wanted working. Will simply changing the walls to solid in the middle work? If i want the ball to bounce off the middle wall when it bounces around, yet want it to be able to go over when thrown then surely it needs to be passable for the throw and impassable for the collision?

    Thanks for such a quick reply by the way,Paul.

  • Hi , i have a game that involves a ball you can throw and catch from a top down perspective. The walls stopping the ball from bouncing under the screen need to allow the ball to pass through them under a certain condition as the game is 2-player and split down the center of the screen(like a tennis court).

    So at the moment the ball will bounce from wall to wall when thrown,

    but i need the ball to be able to pass 'over' the center wall when a

    certain button is held(in order to pass to the other player).

    I can't seem to think of a way to do this without breaking something,

    so if anybody has any idea's or similar experience in their own projects, i would like to hear them.

    So, In conclusion i need the ball to be able to bounce off the wall when it's idly bouncing around, and pass through the wall(or over) when the player 'throws' it.

    Thanks,Paul.

  • I tried it before but it didn't work because i hadn't set my player object up as a physics object, it works great now, thanks! :)

    Paul.

  • Is that really all that it requires? If i was to apply force to that object towards a certain direction then it would still move in that direction using the proper physics behaviour?

    Thanks, Paul.

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  • Hi,

    I'm making a game that is played from an overhead angle.

    The way it works is the screen scrolls vertically and you move forward

    (i.e upward on the screen) as it scrolls.

    Much of the game is making the player run into the 'ball' and i want the ball to bounce around the screen, bouncing off the walls using physics.

    The only problem is that when i use physics the object just falls straight off the bottom of the screen because construct thinks down vertically on my screen is the down axis in my game(Which like i said, is a top down game)

    So hopefully that was clear enough,

    I was wondering if anybody knew

    a way of changing the direction 'gravity' is supposed to go in or even faking it in some way?

    Thanks, Paul.

  • Thanks,That seems like more of an economical way of doing it. I've stuck it in my favourites until I've had at least a little sleep ;) Good to see such a wealth of information going about!

    Paul

  • It hit me as i went to stop,so just incase any beginners like me see this and had the same idea, here's how i figured it out.

    Create four 'spawn point' objects off the four respective sides of the map and on the event sheet add an event/action that says System>Every X seconds>Create object enemy at Spawn(The name of the spawn point).X , and Spawn.Y for the x/y locations. For all the other spawn points just spawn the enemy at Spawn2.X/y depending on what you called them.

    Paul

  • You're right indeed, I've managed to get them working via Set angle towards (Player.X,Player.Y) and it's going pretty nicely. The only thing is i've not seen anything on stopping my enemy objects from spawning right next to/on top of my player occasionally.

    In the tutorial respawning enemy's goes like this: "Condition: System -> Every X seconds -> 3

    Action: System -> Create object -> Monster, layer 1, 1400 (for X), random(1024) (for Y)"

    But i want to make it that they spawn randomly in the same manner as this, however only off-screen preferably. Still, it's probably time for rest anyway at this stage so it's maybe time for a ponder. :) Thanks again!

    Paul

  • Oh, also thanks again for saying to go back to the tutorials, for some reason i thought i had seen them all and there was about 5 or 6 of them. Just went back.......28 pages.....Great!

    Paul

  • Hey there, sorry i wasn't exactly clear, i actually did follow the ghost shooter tutorial and I'd already forgotten that. The tutorial i actually thought was great and i do plan on doing more than the few i've already done.

    I've just found that when i get far too into tutorials for anything, not just construct, that i end up just doing what other people do and get burned out or worse, tune out and just follow along not really picking up what's going on.

    So I'm currently just having a night or 2 specifically figuring a few basic thing's out on my own and having a sort of 'jam session' if you know what i mean?

    So yeah , believe me i will continue the tutorials and i hope there is more of them soon, but the openness of construct itself is what made me want to get a little creative and just go at it alone for awhile :)

    Thanks for the suggestions though and i'll go check the end of that tutorial again now!

    Paul.

  • How do i make enemy's always run in the direction of my c,y co-ordinates on the map? I'm trying to make a silly little space shooter WITHOUT looking at tutorials for a change, just asking for help to circumvent frustration ;) Thanks and, hello i guess! This IS my first post after all, may it not be the last!

    Paul.

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pmurph

Member since 21 Apr, 2013

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