moymoymoy's Recent Forum Activity

  • Hey all,

    Im having an issue with the bullet behaviour. It is spawning correctly and it IS moving towards the mouse co-ordinates but its not accurate... at all. It moves in the general direction of the mouse co-ordinates, but not EXACTLY towards the mouse co-ordinates (which is the desired effect). Instead the bullet is always 50-100 pixels above or below the cursor, depending on its placement on the screen. See the screenshot below:

    [attachment=2:wmi7j8gg][/attachment:wmi7j8gg]

    Am i doing something wrong or is "the general mouse direction" the only way it can move? The following screenshots are of when the bullet being created and the its off-course trajectory:

    [attachment=1:wmi7j8gg][/attachment:wmi7j8gg]

    [attachment=0:wmi7j8gg][/attachment:wmi7j8gg]

    As you can see, its moving in the general direction of the cursor but nowhere near the actual co-ordinates.

    Any help would be hugely appreciated, as always

    Many thanks all,

    moymoymoy

  • Thats great, many many thanks!

    moymoymoy

  • Hey all, just a quick question really to confirm if what im thinking is correct. Here goes

    If i put all my enemies into a family within C2 and then in the event sheet, i say that if a bullet collides with the family, it will take a set amount of hp off of any enemy within that family? If that makes sense?

    If im to do this, it would be a big thing to get started on with my project which is why im looking for confirmation instead of diving right in and trying it out.

    As always, thanks for the input all

    Have a great day,

    moymoymoy

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  • It works! It works it works it works!

    Thank you so much.

  • Ive been having a similar issue with my project. I have a thread here called "How do i set 1 sprite onto multiple instances of an enemy".

    What i wanted was to have a seperate animation run over the top of an enemy when the player is near him. Check out the thread and see if theres anthing useful

  • Ive added/modified the necessary parts to work on my project and the Sprite5 now follows the enemy head! This is amazing!

    The only thing wrong now is that even though the Sprite5 is created on layer1 (my top layer), it is still appearing behind the enemy. I feel bad asking for more help considering how much you have given so im gonna try figure this one out but if you have any tips i wouldnt turn them down

    Either way, you my friend, are a star! Thank you for everything

  • I'll add the capx if it would make things easier but here is a screenshot of the movement and attack for the Forest Cow enemy for now:

    [attachment=0:2672vi6k][/attachment:2672vi6k]

    I tried adding in extra actions to mirror the Sprite5 in both parts and with sub events as well and they didnt work.

  • Ooops just saw your reply too! Sorry hahaha.

    I tried the extra actions for mirroring but it didnt work. Will try the family thing now

  • I should explain further, when the player goes near the enemy, i want a sprite to appear on the enemy. In this case, it is an animated head that tries to bite the player. If the player is not near then the added sprite dissapears and the enemy looks normal again.

    ^^^^^ This we have achieved but without the "set position to" the added sprite stayed in the same place and did not move with the enemy. Without the pin behaviour i had the same thing. With both of them, the added sprite pins to image point 1 (the enemys head) and moves along as the enemy moves left. When the enemy moves right, the added head sprite stays on the position af it was moving left.

    I'll try the Sine behaviour (not used this one before I will update in a few minutes!

  • Update: Together, both the pin behaviour and the "set to position" work lol. The only problem now is getting the sprite to mirror WITH the enemy as it moves along the platform and to be on the correct layer >.<

    One thing after another lol *rolls eyes*

    Thanks again for your help.

  • Just an outside the box thought here for your flying enemies:

    Another option could be to give them the platform behaviour and get them to walk (fly) back and forth across invisible platforms with edge markers to stop them going off the edge

  • Update: Pin behaviour and "Set position to" did not work.

    This is certainly the most difficult thing ive encountered so far on C2 >.<

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moymoymoy

Member since 18 Oct, 2013

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