tommyoliversays's Recent Forum Activity

  • You gotta change the bullet's angle of motion when your player is mirrored.

    Here's how it's set up in my game. You don't need the random, I just added that for a bit of variety, you'd wanna use 180 and 0 so it fires completely straight.

  • I was hoping to take the damage calculation logic I have in both my Player Event Sheet and Enemies Event Sheet, and turn it into a function that I could call and save a few lines of code. Was hoping to have paramaters that could take the hitbox family and target family, and run them through the logic, so one series of actions could cover any combination of hits/targets.

    However, it seems there's no way to sub in parameters in for objects in actions.

    Between this and only being able to take one "-> On X" condition per function, I'm running into tons of roadblocks that make C3's functions much less useful than traditional functions.

    Am I just missing something here? I thought in traditional programming, functions were essentially micro programs that you could throw anything into, and call when you need it. C3's Functions seem far less flexible.

  • Try this.

    1.)Create an integer named x and equate it to 0.

    2.) now make a system event "repeating every seconds". In it put time equal to 0.001 seconds(please experiment with the time, I exactly do not remember). Through this event put x=0

    3.)now create another event "your touch section". In it, whenever the user touches the screen, add 1 to x

    4.) the real game starts. Now make a system event (every tick one). And remember the condition:

    If the value of x>2, then make the x equal to 0 and make it do your task like what you want your character to do at double touch hit

    Have a nice day

    Thanks for the input.

    I actually was interested in keypresses, not touchscreen taps though ^_^;;

    You gave me a good jumping off point though. This is what I came up with. Works really well and is pretty simple. Thanks again!

  • Hey, so I'm trying to figure out how to set my Platform Character to fall through a jump through platform if I double tap the down arrow key, or down on the DPad.

    Everything I've tried so far just have the first keypress trigger both conditions, so I'm kinda stumped.

    Here's my setup so far, using a boolean and timer to try and seperate each keypress, to no avail.

  • The artwork is really great.

    Thank you!

  • Really nice game! It'd be amazing if you give it gamepad support.

    You should be able to plug in a gamepad and have it work. I tested it with a 360 controller and a generic Logitech gamepad. Were you using something different?

  • This is my first game I've attempted to make, a throwback Sega Genesis-style action platformer. I plan on building it into a full game going forward, but for now, you can play the demo on Newgrounds!

    Thanks to everyone here in the forums who helped answer my questions during development!

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  • i just tried it and the problem is that only one object spawns from one out of three spawners

    I didn't realize you wanted multiple items to spawn objects, my bad. I'd add each item you want to spawn objects to the action. So instead of just the last object that collides, repeat the spawn another object for each spawner.

  • I think I understand what you're asking.

    You'd probably want an on collision > spawn another object. Then once the second object collides with the wall, on collision, system > every X seconds, spawn the object.

    Something like this. I didn't test it cuz I don't have time at the moment to build the whole thing, but in theory I think this should work, maybe with a little tweaking for your specific scenario.

    (also apologies for the random objects, they're just stuff from my game)

    EDIT: Dunno why the image isn't showing up, here's an Imgur link

  • Add the following to your HTML

    > <script>
    window.addEventListener("keydown", function(e) {
    // space and arrow keys
    if([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) {
    e.preventDefault();
    }
    }, false);
    </script>
    

    I'm surprised NG doesn't do this by default, but at the end of the day a blanket wide change to standard usability would be terrible.

    Ashley maybe this could be an export setting for HTML5? Or part of the browser object?

    Worked like a charm. Much appreciated!

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tommyoliversays

Member since 12 Sep, 2018

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