Frolicks's Recent Forum Activity

  • I'm collaborating with someone else on a single game.

    We both have two versions of it with unique features.

    How can we combine the object types and events into one project??

    I know that it can be done by copying and pasting each object/event from one layout to another.

    But how can I do this in version control?

    We already have two separate, very developed projects. I've made a repository on BitBucket with my project on it and tried these steps to merge them:

    1. Clone the repository

    2. Delete and replace the files with his version of the project

    3. Push to a new branch

    (Sourcetree wouldn't show his files in the unstaged list and reject his pushes, we couldn't continue from here)

    5. Merge the two branches

    6. Have the both of us pull from the new, combined commit

    Is there another method? How have you guys handled collaboration?

    ---------------------------------------------------------

    irrelevant issue I thought I'd also ask:

    I committed my project and realized I didn't have a .gitignore. So I reverted the commit, added a .gitignore, and pushed it, but now the latest commit no longer has my project files in it and Sourcetree won't show them in the unstaged files window? HOW DO I DO THE THING THAT I WANT IT TO DO GGOD PLS IM DYING

  • Interesting! This seems to work perfectly.

    Is there a logical reason why or is this method just less prone to bugs?

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  • I want to make a boar enemy that 'charges' a charge attack against the player.

    To do this I'm adding dt to a counter called chargeTime.

    Every tick, I make the boar face the player.

    When chargeTime is > 3, I increase the bullet behavior on the boar from 0 to 400.

    my capx:

    drive.google.com/file/d/0B6VzyBaaZXG7ZERhbU1ZZWtpLTg/view

    THE ISSUE is that this only works half the time.

    Sometimes the boar rushes at the player, other times it just goes forward - missing the player.

    I made Bullet.angleOfMotion = Boar.angle degrees but it didn't seem to have an effect.

    Why is this happening? How can I fix this?

    thanks.

  • I am building a top-down shooter where the player can equip various guns.

    I want a variable, currentGun, so that I can switch between guns while keeping code for a general gun intact.

    (ie. createObject(currentGun.Bullet) - to fire the gun )

    currentGun would refer to other gun objects. (e.g. /*player equips FireGun then,*/ currentGun = FireGun)

    How can I do this in Construct 2?

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Frolicks

Member since 21 Mar, 2014

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