MustacheGolem's Recent Forum Activity

  • GeometriX

    OH MY <img src="smileys/smiley35.gif" border="0"> CRIST!! ITS SO <img src="smileys/smiley35.gif" border="0"> EASY!!

    it's exactly what i wanted how i wanted it ,somehow i though the objects in a family would inherit the specific value of the family and that you couldn't change on a object by object base.

    thank you so much

    dropbox.com/s/63bzyts5gbwfbx5/index.html

    check it out(and tell me if it even loads i'm not sure how to work sending these things out yet)

    Joannesalfa

    lol hadn't even concidered that ,thankfully GeometriX solved that problem as well before i even realised it :D

  • i'm not sure i understand what you want.

    do you want enemies coming from top of the screen and go down but flying in weird pattenrs??or just spinning around?

  • i think using bullet movement would require a lot of events to tell it how to follow the player for both sides and groud orientation.

    HEY try using both 8directions and platform movement(only to get the "by wall" and "on ground" events, you should deactivate all setting parameters of the plataforming control like gravity and acceleration all that.),you can tell it to simulate left and right movement if its on ground ,and tell it to flip if it finds a wall and keep moving left and right on the wall following the players X and Y, and tell it to simulate down and then flip to normal gravity if it finds no ground(all these as 8 direction control)

    i belive that with some finetunning on the settings you can get it to look quitte smooth!(like turning deacceleration to 4000 when it finds no ground to stop it going airborn)

  • needed a break from learning to animate ,heres the lamest way possible to do it

    dropbox.com/s/qra36wl71xz4us6/sh*ttyfellow.capx

  • nooo...there is no graphic artwork yet.

    you mean exploding into nakedness? i don't think thats i'm trying to achieve...lol

  • hey, if you haven't solved it aready ,you could try telling it to restore normal gravity if its not touching any ground or something ,after a short delay, so that the gravity itself push it to its place.

  • okay fried, i don't think that souves my problem using:

    max(0,PlayerAttacks.Damage-Enemies.Armour)

    i still have to tell it a specific enemy or family of enemies all with the same armour value to be calculated ,which is kinda limited.

    sinse to have different armour values i need more events.

    is there no expression to tell it to: say there is a family called "enemies" there we have zombie skeleton and orc.

    they all have different armour values.

    so i kinda want an event to after i tell it "PlayerAttacks On collision with Enemies " calculate the damage being subtracted by the armour of an specif kind of enemy ,but for all enemies even the ones with different values for armour, in one event.

    i'm asking tomuch of C2 aren't i?

  • zhajym:

    thats kinda the way i've been doing it i think.

    GeometriX:

    damn, i really don't know any about expressions , but i'll try to learn about these you showed me and implement them( and post any doubts about them i can't work out on my own)

    here is what i've been doing so far (also i want to show off the nifty cooldown system i found away to creat ,is not organised but works like a charm:

    dropbox.com/s/61nu9bv9f92p57r/last%20light.capx

  • i tried it only with the "sprite has wall on left" condition and it kinda worked

    it moved left and then fliped and moved up, this "If Sprite.Platform.AngleOfMotion = 180"

    must be breaking it or something

    now i only don't know how you will get it to turn again on an edge over the left wall... mine just flies away

    keep in mind i'm a noob so i might not even trully know what you want.

  • i want to make pretty much this:

    normal damage - armor = damage taken

    maybe by making it so that when an arrow hits a certain family(of enemies) it checks for its armor value(of an specific enemy not the family becouse i want the widest range of diferent values for armor possible) and subtract by it.

    right now i can only make this mechanic by creating one event for each interaction of arrow with enemy which leaves me unable to make easy balance changes becouse if i want to change how much damage the arrow deals i'll have to change it on a sh*t ton of events.

  • i just realised i can get a similar effect by pinning sprite i want on top of the hitbox sprite that will be featuring the 8direction behavior and making the graphic animation itself turn...

    still the question stands.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Alright its probably very unkind to come asking before even introducing myself ,but here it goes:

    how do i deactivate the "set angle" in a similar maner to deactiving acceleration (instead of doin it by deactivating it on the behaviors tab itself and placing an event to tell it where it should look),

    and how do i activate it back just the way it is by defalt (looking to the direction its headed smoothly)?(the bit in bolt is the most inportant sinse i can aread deactibate it in others ways)

MustacheGolem's avatar

MustacheGolem

Member since 31 Jul, 2013

None one is following MustacheGolem yet!

Trophy Case

  • 11-Year Club

Progress

11/44
How to earn trophies