ZeroBelow's Recent Forum Activity

  • I have a game that has more than one layout and you can move between the layouts as you like. I have a global Event sheet that they both share. I use this event sheet to hold events that can happen on either layout. (like a treasure chest or power up event will be in the global events because it can be on both layouts)

    The problem I am having is that when I travel between both layouts then pick up a item it will take the item one layout 1 and also take the item on layout 2 but only if I have been to both layouts.

    Anyone know why it would do that?

  • That is what I want but it might take longer than a bit to get my head around it. I will do my best to figure out how to incorporate it into me game, but if anyone else has a easier way I would love to hear it.

  • I want to make it where my enemies cannot overlap my player but I do not want to use the solid behavior. I have it set up where when my player takes damage he flashes and cant take anymore damage until it stops.

    My enemies use the bullet behavior to move to the players position. if they hit the player they deal damage to them as long as they are not flashing. The thing is I do not want the player or the enemies to over lap.

    Is there a way to do that without using the solid behavior?

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  • I do have one and I use it to set the damage for all the bullets, but I want each bullet to modify that number.

    Example if the blue bullet would make the do the BulletFamily.damage+1 but the Red bullet would do Bulletfamily.damage.+2

  • What is the best way to have multiple bullets from the same family do different damage? I want all the bullets from the family to have the same properties but have different damage amounts they deal. Like a blue bullet does 1, a green does 2, and a red does 3. But I want them to be able to damage and be destroyed by the dame things. Any ideas?

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  • R0j0 I understand all of your and have a idea how to put it into C2, expect for this line "set prev1 to (rand-1)%4+1"

    I do not fully understand what it does and I am not sure what the % is doing

  • Thanks again for the feedback it is really helping me structure my boss better.

  • Thank you all for the help, I been working on using the phases for the boss for a bit now but I was wondering how others would do it. It gives me ideas on how to make the boss more dynamic.

    Currently my boss is set up using animations to control when it changes it phases. This makes the phase take the same amount of time each time it goes into it which can make it easier for the player to predict the boss and fight against it. Something I did is make it where the boss has a default phase I call Phase0 and after each phase the boss goes into phase0.

    Phase0 is the phase that controls which phase it goes into next. What I want to do is make it where it cannot go into the same phase it was in before it went back to Phase0.

    So an example would be

    0,1,0,2,0,1,0,3

    0 is the default phase and 1-3 are the other phases.

    an example of what I dont want it

    0,1,0,1,0,1,0,3

    I do not want the boss to be able to keep repeating the same phase over and over again. This way it makes it more likely the player will see more of the bosses phases and keeps switching up what it is doing.

  • I want to set a value to a random whole number but I do not want it to repeat the same number unless it has given 2 different numbers before it.

    example: Lets say I want to get a random number 1-4 each time I push a button it will random a number between those values.

    lets say it gives me 1 now I do not want to get 1 the next time 2x I push the button, but after that I want 1 to go back into the pool of random numbers

    so the out of a string of 4 times I random the number I wont ever get

    1,1,1,1

    1,1,4,1

    1,2,1,2

    1,2,3,2

    etc...

    combinations I would get would be

    1,2,3,4

    1,2,4,1

    1,4,2,3

    2,4,3,1

    etc...

    I know a array could do something like this but I am unsure how to set it up

    anyone have any ideas?

  • yeah I been doing something like that but the way I am doing it makes the boss repeat the same action on random, I think my problem is when i select to do another phase.

    As an example I have a instance variable called phase on the boss and while than = 0 the boss will do a animation then change phase to a random number based on how many phases I have total. At the end of each phase I have it change Phase back to 0.

    What my problems are is it will select to do the phase that it did before again so it will go from 0,1,0,1,0,1 and sometimes it will rarely go to the other phases.

    Another problem I have is it will not full finish a phase and try to jump to another one. ( this has to be a problem with the way I set up what makes it change.)

  • I am looking to make a boss for a top down style adventure game. I want this boss to have different phases that it goes through and it will play animations as tells so the player can predict what it is going to do. I do not want the boss to do the same phase more than once in a row. Does anyone have any good ideas on how to achieve this?

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ZeroBelow

Member since 12 Aug, 2013

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