PSI's Recent Forum Activity

  • Nevermind. I made a 2nd fade and set it to fade in. Now the player's death triggers the fade back in to black. It looks great!

  • So I created a tile object black layer and I gave it the fade property so, at the beginning of the layout, there is a fade out, how do I make it fade back in to black on the death of the player?

  • What's the easiest way to disable all of your collision polygons at the beginning of a layout without having to go through and do each sprite separately? I'm using Spriter objects which have many component sprites.

  • <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Sig test.

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  • How would I set the percentage chance for a defeated enemy to drop an item and how could I make it a random item from a set of, say, 6 objects?

  • To look over what I have so far and to be able to tell me areas where my code could be better and why. I am using Spriter for my animations and the game is basically laid out like a beat 'em up ala Double Dragon, etc, with lots of range attacks. I am willing to compensate the right person for their time. Please message me if interested. Thanks, Morgan.

  • jayderyu - thanks for the clarification.

  • They tell me that there are things that need to be implemented on the C2 side.

  • I would like to see an update to the spriter plugin that integrates a lot of the new features. Thank you.

  • Would using bullet behavior be best? I saw this idea suggested:

    "You could use the bullet behavior:

    +PlayerSword collides with Enemy:

    ---Enemy:Bullet:Set speed: 400

    ---Enemy:Bullet:Set angle of motion: angle(player.X,player.Y,self.X,self.Y)

    ---wait 1/4 seconds

    ---Enemy:Bullet:Set speed: 0"

    But I wonder if this would conflict with the bullet behavior the walkers already have...

  • What's the easiest way to implement a critical chance roll? I want to have a global variable for the player that can be upgraded as the game progresses.

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