GarrisonPrime's Recent Forum Activity

  • Right now I have When Dash is True, Player set 8 Direction Max Speed to 200, wait 0.4 sec then 8 Direction Max Speed to 100. I have a few Dash Upgrades that double the Dash Sprint, works great. But my problem is when the player obtains Movement Increase Upgrades, 125 and 150 for example. But after dashing, the Max Speed returns to 100. I have tried Instance Variables on the player and on the upgrades themselves and Global Variables to control the Max Speed after Dashing is complete, nothing seems to work.

  • I got it working where the player, camera, and cross hair all switch from layout to layout! I used Global Variables to keep track of the player X and Y spawn points.

  • No, the player does not go to the Bank Layout, it is just a deposit for sprite objects, like bullets, and enemies which will be created on start of layout for the actual game.

  • Would the Object Bank Layout effect the duel player problem? Should i have all the same layers there too?

  • I checked if I had any "on start of layout" with my player, I do not see anything like that. I do have an Bank Layout that has only objects like my camera, bullets, player sprite, and cross hair, I made all the layers similar to my first stage layout but double player and cross hair still persists.

    This is my current level one to level two Event Logic. The camera kinda goes in between the two players that appear in the second level. I have a small prototype that moves the player from layout to layout like this and it works fine, no second player sprite appearing, I am not sure where the differences lay.

    + obj_player_mask: On collision with OTriggerWest

    -> System: Set PreviousMap to 01

    -> System: Go to Layout 1

    -> obj_player_mask: Set position to (672, 224)

    -> obj_gun: Set position to (672, 224)

    -> obj_camera: Set position to (672, 224)

    -> obj_cursor: Set position to (672, 224)

  • I have a player sprite, a gun object that rotates around the player, with a crosshair that follows the mouse, and a camera object that follows the player. Everything runs every tick. And all objects are Global. Works fine in the first layout, but after i change layouts, to say level 2, my player is invisible and i have a second set of crosshairs and player running around, one thats visible but isn't attached to the camera.

  • I used Variables to control which weapon is active. 0-5, each weapon pick up is determined by its corresponding variable, works great.

  • Thanks! I'll definitely give that a try this weekend.

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  • I am having issue uploading the pic of my event sheet, so i just copied the text for now.

    + obj_player_mask: On collision with oNewGun

    -> System: Set group "Weapon Two" Activated

    -> oNewGun: Destroy

    + Gamepad: On gamepad 0 D-pad down pressed

    ----+ System: [X] Weap_num ≥ Arr_Weapons.Width - 1

    -----> System: Add 1 to Weap_num

    ----+ System: Else

    -----> System: Set Weap_num to 0

    [Weapon One]

    ----+ System: Weap_num = 0

    -----> obj_gun: Set animation to "ID_MACHINEGUN" (play from beginning)

    --------+ Gamepad: Gamepad 0 Right shoulder trigger is down

    --------+ System: Every 0.16 seconds

    --------+ obj_gun: Is animation "ID_MACHINEGUN" playing

    ---------> obj_gun: Spawn obj_bullet on layer "Player" (image point "Bullet")

    [Weapon Two]

    ----+ System: Weap_num = 1

    -----> obj_gun: Set animation to "ID_MINIGUN" (play from beginning)

    --------+ Gamepad: Gamepad 0 Right shoulder trigger is down

    --------+ System: Every 0.12 seconds

    --------+ obj_gun: Is animation "ID_MINIGUN" playing

    ---------> obj_gun: Spawn oAI_Bullet on layer "Player" (image point "Bullet")

  • Here's a picture of my Event Sheet.

  • I tried that, bullets from weapon one still fire from weapon two when Group one is Deactivated. Also I would like to add more than two weapons to the game, so I am not sure if Groups are the thing to go with or not. I am using an Array to swap initially swap between weapons once a second gun is picked up by clicking on the d-pad.

  • I have two guns set up in their own Group, First one is active from start, the second is activated after picking up a new gun. Works great but when i go to fire the second gun, one bullet from Group one also fires a single bullet on first trigger tap. Not sure how to fix this.

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GarrisonPrime

Member since 13 Apr, 2018

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