Cameron9990's Recent Forum Activity

  • It was more of a guide to know what you need to do, not for copy-paste sorry.

    A tip for the future, if you start typing construct it will show you all available expressions so you just need to pick the ones I showed you.

    Here is an example to make it easier:

    https://www.dropbox.com/s/llydhy397ex0u7i/Bullet%20Hell.c3p?dl=0

    Interesting, and what about for attacks that aren't angled towards the player? like a 360 burst style thing?

  • -Add the bullet behaviour to the bullet

    -When you spawn the bullets set Sprite.bullet.Angle_of_Motion, which normally will be something like:

    angle(Boss.X, Boss.Y, Player.X, Player.Y) + maybe some variance to spread the bullets

    -Also, you could add image points on the boss if you have a specific point on the boss that you want the bullets to spawn from, then you can use the same set angle of motion but this time referencing the image points.

    angle(Boss.imagepointX("Name"), Boss.imagepointY("Name"), Player.X, Player.Y)

    Yeah, I'm trying to copy and paste and replace with the actual names, but it seems to be confused by the use of commas to separate things. Is it supposed to be something else?

  • I'm currently trying to make a boss for my bullet-hell style game, but I seem to not be understanding something. How would I make it to where whenever a projectile spawns, it just goes straight away from the point of origin of the mob that fired it? That may be bad wording, I know how I'd be doing this on a different game engine, but on here I have literally 0 ideas.

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  • here I made a very quick inventory to show you dropbox.com/s/54ze0xrjq2i83ro/lootdrop.c3p

    Sorry, I've gotten around to testing more but like... how would I make it to where if I walk ontop of the loot bag it will show the loot, I can take whatever I want, if I walk off the loot will vanish, and if I walk back ontop it'll be all the remaining loot. Like I guess I now know how to pick the loot to spawn, just not how to lock it behind that.

  • If it's that kind of design then for a start you create several of the same slots for the loot bag and spawn a random item to them which I imagine would be setting a random slot.itemname or creating an object on the slot itself, however you have done it earlier. You can copy all logic from the inventory, then you should be able to move items from those slots to your inventory in the same way that you move items around the inventory.

    For the loot you can have all items in an array and pick a random row for example and then create this object or set itemname on the slot, or in a more simple form you can set slot.itemname to choose('sword','armour','potion') for example which picks one at random. Then you expand the logic as you go based on what loot can spawn, if enemy that died=goblin then set loot to choose(A,B,C)).

    To run it for each slot you could give the lootbag slots a variable to differentiate them from the inventory ones and say for each slot, where variable=loot, run the spawn item logic.

    ...but how do I make it to where an item gets selected and then it spawn the corresponding sprite based on what get's selected... and also how would I give it probabilities (For Legendaries and such)

    Apologies if I'm sounding dumb, I've just never really used arrays before

  • I should've asked if you used array for the inventory. Because the loot bag would just be another mini inventory that you generate. You can push random items to the array and they appear in slots the same way they would in an inventory. Deciding if the enemy will drop loot is just a variable like for example set to choose(0,1) if it was a 50% chance.

    Since the inventory is on screen at all times, I currently have it as just... well... items on screen. They are currently sprites with a handful of variables that you can equip and move around to different inventory slots.

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  • Did you already make the main inventory? Which bit are you having trouble with in particular? If you mean that you have none of the above then there's a lot to do here.

    I mean, like the game I listed I have the inventory stay on screen the whole time, it's fairly small and only contains a couple items. I just needed help with the actual loot and loot bag generation.

  • I'm making an RPG right now inspired by Realm of the Mad God (and some other things) anyways, I'm doing loot much like in that game where if you kill an enemy it drops a bag, if you walk ontop of the bag, the inventory of the bag appears on your screen and you may drag the items into you inventory, if you step off and back on, the remaining items will of course still be there. The lootbag itself will only actually spawn if the enemy actually dropped any loot to begin with and when all the loot is taken out, the bag disappears. I'm not really sure how to go about doing this with randomized loot and I recognize it will probably take me a bit of a back and fourth conversation to fully understand. It's the last basic I believe I still need for this game so I really do appreciate any help I can get.

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  • ObjectTypeName returns object name (a string), it can't be 0 or 1.

    You need to explain what you are trying to do.

    I'm making a card game, I have it set in the pack opener to whenever something in the card family spawns to add 1 to Cards.ObjectTypeName in the dictionary so it can keep track of how many of each card I own... so if you're telling me it needs to be a string that's a little odd to me since numbers are what I've been using and it's been working.

    But basically this is for the card gallery, I want it to be if you own at least 1 copy of a card it's 100% solid, and if not it's slightly translucent.

    Although I believe what I did is checking if any exists as apposed to checking each card. Which of course, I'd need it to check each card.

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Cameron9990

Member since 2 Feb, 2019

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