RobertoFreemano's Recent Forum Activity

  • I found this article https://www.scirra.com/forum/spawn-instance-based-on-distance-to-another-sprite-instance_t164854

    Soloman > » Sat Dec 05, 2015 4:35 pm

    but i couldn't get it to work for me

  • Hi Community,

    I'd like to know the best way to achieve this please.

    Randomly spawn 6 sprites (mines).... so they don't overlap with themselves or the player.

    The idea is to navigate player with 8Dir through a minefield until you've saved the girl.

    System|Repeat 6 times

    System|Create Obj mine on layer 1 at (random ......)

    so girl sprite is random too.... so I guess I need the player & girl to start opposite each other and mines in between.

    I will continue to crack on with this but any help would be much appreciated.

    Roberto

  • wonderful!!!!!!!!!

    I did think about Compare to value, but quickly dismissed it.

    This is what I finally ended up with - thanks to your help!

    System: Compare to values -> Score%10 = 0

    System: Compare to values -> Score <> 0

    Thank you once again

    OddConfection & mekonbekon for your help.

    Roberto

  • Thanks mekonbekon,

    But how do i program this into C2 please?

    I get syntax error when entering '!' unknown character.

    Thanks,

    Rob

  • Hi Community,

    I'd like to award my players every 10th point by playing an animation. How does one achieve this? (sorry my brain ain't what is used to be)

    so player points increment and when hit 10, 20, 30, etc.... do something.

    Thanks for any help on this,

    Rob

  • I added spCannon Is between 10 and 170 degrees (because I forgot default sprite always points at 0) and Set angle towards(Touch(0).X, Touch(0).Y) on Every tick.

    This works, but i wonder if you guys would have done same?

    Thanks,

    Roberto

  • Hi Guys,

    Hope you don't mind me pinging you. I found a bug, which (surprise, surprise) i can't figure out. If the angle of the spCannon is between 190 - 360, spCannon breaks (as in, produces no more buttlets). other, if the shots are fired down, then it breaks (despite the fact - bullets destroy when outside of layout.

    Any ideas?

    Roerbto

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  • Thanks sooooo much dop2000, I've learnt a lot from You & Bruno. I managed to clean up my messy code.

  • Wow dop2000, your suggestions are really super helpful.

    I don't know why I didn't use a function, I have used them before.

    As for the container (wow)... that almost fixed it... my game has developed a bizarre issue.

    When i run in debug, 2 badGuys are created - one scrolling right & the correct one scrolling down.

    Any ideas? I've posted http://robfreeman.co.uk/demo/

    Thanks,

    Roberto

  • Now that I have bullets, the objective is to knock out incoming badGuys (in the form of blocks((at this stage)).

    The badGuys randomly spawns at the top of the screen and slowly descends.

    WHAT AM I TRYING TO DO?

    . each badGuy has a Instance variable (health). I used PIN to pin a textbox to that badGuy.

    .. when a ball strikes, the badGuy's health goes down.

    ... if badGuy's health is <=0, he is destroyed && so is the textbox that's pinned.

    The issue(s) I'm having:

    . some badGuy's lose their health textbox

    . other's inherit other badGuy's loss.

    Hope this make's sense. I'm not sure if this is caused by over-lapping badGuy sprites?????

    I've updated the URL to show you what's happening.

    http://robfreeman.co.uk/demo/

  • Thanks Bruno!

    i have another issue (related to same project)... would it be rude to add to this or would you prefer i raise a new POST?

  • Awesome!!!

    Thanks dop2000.

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RobertoFreemano

Member since 25 Apr, 2013

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