lamar's Recent Forum Activity

  • >

    > > Thank you everyone for your reply. I am unsure how to upload images to this site.

    > >

    >

    > You would need a direct link to the image when using the

    BBCode.

    >

    > Your host uses a separate url that links to the image so it doesn't show.

    >

    > I've changed it to a URL so at least users can now click the link to see the animated gif.

    >

    Thank you

    Just for future reference I use postimage for images I use in the forum and it accepts any picture or gif.

    https://postimage.io/

  • dropbox.com/scl/fi/aloyedjsrwnma8iv3wl1c/ninjaadventureclimb.capx

    OK I looked at your CAPX and I don't set up my controls anything like that so here is my Ninja Boy CAPX:

    https://www.dropbox.com/s/icus85i36tdpaek/NinjaBoy.capx?dl=0

    You can run, jump. slide and climb the ladder.

    You can't climb sideways on a wall unless you have a side climbing animation.

    You can use that same climbing example on a wall by making the ladder invisible against the wall.

    Study that because that is how I set up controls for a platformer that works smoothely.

  • You can change the number of pixels it moves in Move Forward which also changes the speed.

  • You have an animation speed and a bullet speed.

    You have to change the bullet speed and that should work.

  • I am making a top down shooter, with controls/aiming similar to Hotline Miami. And I would like some of the weapons to shake the cross-hair, (The mouse) to simulate recoil. I was wondering if it is possible to set the mouse's position in construct 2.

    Hmmmm?

    I don't think you can set the mouse position but you can use a sprite with a shake animation to simulate that.

    Make a shake animation of the crosshairs and move the image point left and right and use that for your cursor.

    When you call that animation it will appear to recoil or shake.

    I haven't tried it but should work.

  • >

    > > I've got my problems with image points too... I have several anmiations for an object and per anmiation different image points from where to spawn bullets from.. Accessing them via number works fine, but via name fails.. at least it seems to take a different image point than the one I want to access.. Everything works fine if there's only one animation though..

    > >

    > > Any ideas why accessing the image points via name fails when there are animations? (The animations are set BEFORE I try to access the image points)..

    > >

    >

    > It is probably a result of the speed at which the animation is being played. By the time you see the sprite attached to the image of a frame it has already moved to the next frame and so on.

    >

    > If that is the case using the Pin behavior is a better choice as it will stay where it is supposed regardless of animation.

    >

    > If you need something moving attached to an image point you will need to slow down the frame speed to see it.

    >

    Unlikely.. 1st, there's nothing attached there, just something spawned from the image point.. and the animation is still no "real" animation, just one frame (because not finished yet, just a placeholder).

    Doesn't matter if it is a blank sprite or not. The animation speed with changing image points will make that difficult to see.

    You " I have several anmiations for an object and per anmiation different image points from where to spawn bullets from"

    I was just going off what you said.

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  • >

    >

    > Try setting the bullet to the angle the turret is facing and add in your random spread

    >

    > Set bullet angle to turret facing angle+random(-20,20)

    > Turret facing angle >20

    >

    I tried setting the bullet angleofmotion to static 50 degrees. It changed nothing, the bullet still fired to its target

    Edit: I found out that if a bullet has no speed itself, it will only move in the angle the turret is shooting. So what I did was change the angle of turret by -10 to 10 degrees at the moment its shooting. it looks funny, kinda like recoil. But I like it.

    That s basically the same as adding random spread to the bullet just using the turret angle instead.

    Glad you got it figured out!

  • >

    > Don't steal that name or I will hunt you down.

    >

    >

    If this game ever gets popular you will see 5 MILLION clones of it on the Playstore.

    It'll be impossible to hunt that many people down.

    True- you can't really stop people from making their own version of a game but if it gets popular I won't care as long as I make mine lol!

  • Are you using the bullet behavior for your enemies?

    That works by changing the angle of the bullet and 0 and 170 are right and left on the X axis.

  • > When you say it doesn't work what is it doing when you run that event?

    >

    > If you are using 360 degree rotations you will need to determine if bullet is at 0 degrees or subtracting 20 from 0 will not give you the right degree.

    >

    > Add bullet angle >20 and it should work.

    >

    Whatever I do, the bullet still shoots at the exact position of the origin point, every single time...

    http://imgur.com/a/WVUB6

    Try setting the bullet to the angle the turret is facing and add in your random spread

    Set bullet angle to turret facing angle+random(-20,20)

    Turret facing angle >20

  • I came up with a football derivative game that is dang fun and challenging.

    Here is a gif of the kick off:

    The opposing team enemy all look like gladiators so I am thinking "Gladiator Ball" sounds catchy!

    Don't steal that name or I will hunt you down.

    Maybe I will add maces and spears and lions and tigers and bears- oh my!

  • I've got my problems with image points too... I have several anmiations for an object and per anmiation different image points from where to spawn bullets from.. Accessing them via number works fine, but via name fails.. at least it seems to take a different image point than the one I want to access.. Everything works fine if there's only one animation though..

    Any ideas why accessing the image points via name fails when there are animations? (The animations are set BEFORE I try to access the image points)..

    It is probably a result of the speed at which the animation is being played. By the time you see the sprite attached to the image of a frame it has already moved to the next frame and so on.

    If that is the case using the Pin behavior is a better choice as it will stay where it is supposed regardless of animation.

    If you need something moving attached to an image point you will need to slow down the frame speed to see it.

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lamar

Member since 11 Feb, 2014

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