manukeo's Recent Forum Activity

  • yep ,thanks you 99Instances2Go

    i've read it carefully, and i cant make it work, thats why im asking for help.

  • GLOBALVARIABLEBULLETSPEED = 100

    bullet on created : set speed to GLOBALVARIABLEBULLETSPEED

    player on collision SUPERAMMO : set GLOBALVARIABLEBULLETSPEED to 200

  • hello all, im trying to do a complex ( to me ) AI for a mob

    but i think i misuse for each or trigger once. i try a lot of combination but i cant achieve what i want to do.

    in the best case, it work only for one instance, but as soon there are many, it no longer works.

    maybe someone can provide a capx to show me how its properly meant to be done ???

    thanks a lot for help .

    here is a picture of what i want to do, but if you have any capx with same logic, i'll take it, i just need to see how event should be organised..

    http://imgur.com/gallery/iQNVMwH/new

    thanks a lot.

  • hello AllanR

    my wall are really straight is most of cases, but efectively i had only 4 collision point in my sprite player,

    i upgrade to 8 and it seems to be a little better, i'll gonna run some tests thx

    is there a way to know at which precise angle a curved polygon will stuck on a solid ? is there a way to assign a round collision box to player ?

  • thanks a lot alextro, this is the idea, but its not working for me,

    as i have also nonsquare walls where the origin point is not the center,

    and i also use tilemap with solid behavior for certain wall.

    so i need to find something else.

  • http://imgur.com/gallery/xC1cAzl/

    if im right, this SHOULD create the beemob on top of the player no ?

    why its not ????

    EDIT : when i SET position to same point in runtime, just after beemob is created, it go at the right place. so its ok.

    now i need to achieve the rest of the mouvement.

    ps: zenox98 : sorry it was not intended to be a bump, but giving complementary explanation on my problem. is an EDIT acceptable ?

  • Hello all,

    im making a top down shooter,

    but im not satisfied with the way sprites interact with each others.

    when the player is in collision with a solid or wall, its stuck on it instead of gliding the right way depending on keys pressed.

    its only working when walls are perfectly horizontal or vertical.

    __

    i remember seeing a plug-in or a behavior made by Rojohound or Rexrainbow i think,

    which was about this issue , but i cant find it anymore.

    someone can help ??

    thanks a lot !

  • hello !

    here is a schematic of what i want.

    http://imgur.com/gallery/tfpirvn

    this is a top down shooter.

    i found this but its unclear to me on how to use it,

    CanvasToLayerX("sol",LayerToCanvasX("paralax3", spawnership.x, spawnership.y) ,LayerToCanvasY("paralax3", spawnership.x, spawnership.y))

    ...

    thanks for help !!!!

    --------------

    edit : my mistake : layer "sol" is parallax (100,100), not (0,0).

  • its not flash behavior, but me modifiying manually the hue.

    anyway, made it with a timer behavior and seems to be working without bug

    thanks !

  • yes, your guess is correct.

    i'll look right now into the timer behavior. thank

  • hello !

    i have a monster

    CONDITIONS

    monster see player

    shoot = 0 (instance variable)

    >

    ACTIONS

    set shoot=1

    monster change color

    wait

    monster flash

    wait

    monster spawn bullet (3 bullet)

    set speed for bullet

    set direction for bullet (3 differents directions)

    set shoot=0

    it work perfectly, BUT when my monster is killed during the flash, and there are others monsters and bullet flying, it somehow select bullets flying and adjust their course.

    i would assume the selected monster being dead, it would spawn no bullet, then no bullet should be in the selected object list ??

    how should i change my code to avoid this bug ?

    is this a bad use of wait action ?

    thanks

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  • thanks a lot for your answer..

    i tested your solution and it worked, but i noticed that if i placed my events differently

    the "bullet on destroyed" is working , even after the "mobprojectile > destroy "

    but thanks !!

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manukeo

Member since 17 May, 2013

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