HuaHero's Recent Forum Activity

  • blackhornet thanks alot for your help! It finally works! I did some improvements also for my sprite to come into the screen > stop > then fire instead of it firing immediately once it pops into the screen.

    Thanks all for your help guys, very grateful. I have attached screenshot for the working event and hope it helps some others who has the same problems.

  • Hi guys, thanks much for your help so far.

    blackhornet your capx is very insightful and i learned something from it. It does solves the problem of having the sprite come into the screen and then starts firing for X amount of time. The sprite has the rotate behavior so the bullet patterns works the same as my current setup, in my above event screenshot i created another black square sprite called Enemy3bulletswirl and is set as invisible.

    So the black sprite is the one rotating and firing the bullet instead of the actual ingame sprite.

    The reason being if i were to give set Enemy3 (Ingame Sprite) itself as that or give it a rotate behavior then my enemy will be spinning even thou it does fires the swirl.

    I have tried incorporating your events into mine in the attached above screenshot but it doesn't work, i'm not sure if this conflicts with the "pintoimagepoint" behavior which i'm using or the "moveto" behavior.

    LittleStain i think both of your suggestions are about the same and i tried to follow, up to the point where i don't really get it for suggestion in point 4

    4. In your second event, (System > Every tick), change the trigger from "System > Every tick" to "Enemy3.Firing is true".

    I can't seem to find any option to get "Enemy3.Firing is True" the bootlean or any other option doesn't have that. I did went through all of the system events.

    I'm really thankful for your help so far guys but i do would like to apologise if my questions seems too noob, i have learnt a lot while developing my game and am still learning everyday reading the forums

  • Thanks and blackhornet for trying to help but sorry i have tried but i can't seem to get it work.

    Below is the attached screenshot

    What i have so far now in the events is having the sprite fly into the screen then starts firing the swirl of bullets both events works separately, the problem right now is after the sprite comes into the playing field, it just stays there and doesn't fire at all.

    I need something to link both events together so that the sprite flies into the screen > starts firing the swirling bullets.

    I wish i could attach the capx file but i have quite a bit of custom plugins and behaviors and i think quite a number of peeps won't be able to open my capx.

  • Hi guys,

    I would like to say so far the community here has been really helpful and patient with peeps like me who have zero programming knowledge in creating games. I'm currently hard at work in creating my very first game and am really excited to see it starting to come shape.

    Alas i have encountered with another problem, hope someone here can help me.

    Under the system events there's "Compare Time" and "Every X seconds" but those 2 doesn't let me do what i want.

    My sprite is currently firing this way but it goes on and on.

    I need it to stop firing after X seconds, i have downloaded rexrainbow's timer plugins but i can't seem to make it work.

  • sielxm3d

    thanks for your help still thou, no worries about it

    RamPackWobble

    I just went through your capx file for "4" and yes the events are there but i'm look more towards an automated attack sequence. You know how bosses normally has 3-4 different types of attacks and they rotate those attacks?

    This capx file will be good if the sprite is player controlled but i need implement this behavior onto the AI side thou.

  • hihi RamPackWobble

    No worries man, thanks for your capx file. I can always refer to it on how is your's being done.

    Thanks for your help dude

  • Hi all,

    I have solved this issue. Thanks to the youtube tutorial here by ArcadEd -----> youtube.com/watch

    In that tutorial, the example shown is for tiled background but the events works if you going to have a single tall sprite like what i'm trying to do. My event here is as below

    My background sprite for now is not that big as its currently just a placeholder so the timer to wait for 30 secs is the estimate time for the sprite to travel at the gamespeed of 25 before it goes out of screen.

    So after 30 seconds, set bulletspeed to 0 and stop the travel.

    Thanks all who contributed and viewed and also to ArcadEd for your videos.

  • Just an update to this thread, i'm currently looking and searching for other ways to do this. Most of the tutorials here are for parallax scrolling, so not really much about vertical ones.

    Maybe if we can find a way to solve this we can have this under a tutorial also.

    PS: I just tried having giving the background the bullet behavior and have it move slow but end up the background starts to move out of the screen instead lol

  • Hihi,

    Initially the first line was there Every Tick > System Set scroll Y to scroll.Y -8 *dt and the background did move upwards which is ok.

    The problem was that my player and sprites cannot move up the background, if you enable the lines and try moving the player upwards then you will noticed that the player can't move upwards. Its like the whole project is moving upwards, not only the background.

  • I believe it's this part RamPackWobble

    But it doesnt work, this time the background doesn't scroll or move. In the cap file it states for player set Y viewportbottom("Game") and there's a game subfolder in the capx file but mine doesn't as the free version doesn't allow creation of sub folders.

    Could that be the problem?

    I have attached the new capx file for viewing

    we.tl/xCJ2gZpDC6

  • Installed! Will give it a go and review soon!

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  • sqiddster grats for your game!

    Its really cool to see Construct made games being launched on major platforms, makes me feel motivated

    Can i ask how long was the development time for your game? Do you have a development blog which we can read?

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HuaHero

Member since 2 Apr, 2014

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