Frame Matt's Recent Forum Activity

  • Looks great!

    I have a WIP game inspired on Megaman X and every now and then, found myself struggling with some minor bug. So I'll be looking forward to your project!

    Cheers~

  • Whoa, that was very clear. I didn't knew it. I'm going to start keeping an eye on those.

    Thanks you a lot, PhoenixNightly . (: !

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  • Thanks you guys; nimos100 , PhoenixNightly . I just got internet acces after complainning to my ISP :1, sorry for the delayed reply.

    Oh I see, it's a very tricky thing to keep the eye on. I actually believed that the whole event sheet would be read by the bullets; but, if I got right what you're saying, if you indicate to destroy it before reaching the full length and the instance, actually gets destroyed, it would just ignore the rest. So... if it wasn't destroyed, it would read another on collision trigger, right? Oo

    As for the health bar, both ways of doing it worked. But nimos100 formula, when hull's value got changed, made the bar's width jump back and forth between 100 px and some crazy value, as on the pictures I first posted. PhonexNightly formula worked great with the hull's changing value.

    Again, thanks you so much guys (:

  • Thank PhoenixNightly !

    I didn't knew that we couldn't have the on collision trigger repeated, I'm going to start keeping an eye on that. I changed the same way you (updated the capx link too) show it and it started to half-work. But before starting going that far away, do you know if it's ok to apply the on collision trigger, on a different event sheet? Because, I believe I've done it before in the past, and if I'm not wrong it worked; but I may had some errors that I can attribute to that. Oõ

    Moving on. I don't know if you played with the hull value while running the thing, the health bar goes crazy. Do you have any idea to keep its width on 100px ? I've tried changing the formula again but ... :1

    Again, thanks you ~

  • Hey guys!

    Not so long I was asking here mostly the 50% of this.

    Actually, in my game, I solved the health damage recived already; but never find a way to to show it on the HUD. Basicly I have this 100px width bar, that I need to represent the player's health, which starts at 100, and then increases to 200 HP, by an upgrading mechanic.

    On start it looks like:

    And when the player gets hitted:

    Now, since the last topic, I kind of get that the best way to discuss this things is with a capx. So, I tried to emulate the problem here: Capx

    But here I realize, that I didn't understand well the whole thing, and I'm repeting this, since I really want to learn º^º. As you'll see, when the player gets hitted, the health does not respond. Of course, this make the capx unable to show the health bar width on action, but I'm pretty sure it will fail, since it's the exact same thing that I had on my game :1

    I know there are some RPG's health bars mechanism that are similar to this thing, but I found myself troubling with the variables that have influence on the whole thing (platting, hull, shield). But, if I missed some useful topic, please link me there (:

    Thanks for reading~

    PS: Oh! and please excuse my english.

  • Oh, that's the tagging for?

    I, actually, was subscribed to this topic via e-mail. I'm certainly going to try it next.

    Thank you razorMonkey (:

  • I actually did that! but couldn't find anything.

    But a user on a Construct 2 LatAm facebook group, told me to change the "substract to" on the function PlayerHitted, for a "set to". And it seems to be working, I've been moving some parameters to check how the formula does, and it looks fine. When you think about it, it makes sense to have it setted for "set value to".

    So, I guess, that's the way to go when you are doing maths that change the overall value.

    Still, thank you guys <3

  • I would preffer to not submit a capx, but hopefully this images do the job.

    Here's the whole pic of the sheet on where I think it's the problem

    The other 3 player groups have no event related to this matter.

    ---

    Here the function GUIUpdate, which is called by PlayerHitted.

    ---

    Both event sheets are loaded on the main sheet.

    ---

    And here are the variables.

    ---

    DamageTaken should be called before PlayerHitted()?

    Also make sure your variables are numbers and not strings.

    When did that, the first hit, instead of drop the health all the way to 0, it drops to 10. :/

    *I don't know if we're going to solve this, but still, thank you for your help guys (:

  • Hey guys!

    Hope you all are doin' better than me.

    I have this nasty problem with a math (?) formula (don't know if I spell that right), or at least I think it's because of that since I suck at logic and maths :3

    Here:

    The thing that happens, is that everytime the player gets a shoot the ActualHealth goes from 100 to 0, instead of taking the 10 from the impact ( the variable Difficulty is at 1, and PlayerShip.Plating is at 0 ). Then if you take a second shoot, it doesn't go negative but increases to +10; and it stays as 10 then, no matter how many shoots it recieves.

    Any ideas guys? I'm really troubled by this, since the formula I want to use when the shield gets activated, its based on this one too. º^º

    Ps: Please excuse my english and grammar.

    Cheers~

  • Oh, i'm at that point too. I only can see the Welcome to MoPub banner :1... its been like that for like a week or so.

    But i get the marketplace message. Oó

    Though they don't reply my mails D:

  • I made an Android version of Save your tribe!

    tinyurl.com/q3f5thj ( <<<< Google Play link)

    Since its my 1st game finished, i would really apreciate some feedback. :3

    Also, i just test it on 4 devices, so i fear it will bug somewhere.

    Oh... and, does anyone knows how much times it takes to MoPub, to check the Marketplace access?

    Have a nice day guys~

  • Save your tribe!

    ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35812

    I made this one for the Ludum Dare 29 comp.

    It was really fun and frustrating at times since i'm a beginner, but i'm happy with it now , it's my 1st completed game on Construct 2. (well... it still needs tons of polish)

    Altought i can't stop looking at the fonts, which i forgot they're supposed to be set up as images.. ñ.n

    I'm not a natural english speaker, and i'm so sleepy right now... so please excuse me for any typos!

    Have a nice day~

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Frame Matt

Member since 16 Mar, 2014

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