HuaHero's Recent Forum Activity

  • Thanks a lot mrcgkh

    This really solved one of my problems.

  • Hi all,

    I'm currently working on a bullet hell game i've been reading and searching a lot online for different bullet patterns in other games.

    I need some help on some of the patterns which i have been trying to create but i can't seem to do it.

    1) Bullet Movements - Is there a way where i can have the bullet behave this way? Travel X distance > Stop > Then travel again

    [SOLVED]2) Bullet Bursts - Have a single bullet bursts into 50 bullets in all directions IE 360 degrees? Or do i have to create like 50 imagepoints on that 1 single bullet? But that doesn't seems to be the correct way to do this.

    3) Have a sprite move along a straight line and have it spawn a row of 20 stationary bullets then after X seconds have the bullets travel and accelerate in X direction, X distance and X speed

    4) How do i have a sprite to shoot bullet A 3 times > stop > shoot bullet B 2 times > stop > shoot bullet C 4 times > stop. Something like a script to tell my sprite on when to shoot, what to shoot, how to shoot.

    I'm hope i'm clear on what i'm trying to explain here and i have attached a link before on what i meant be bullet bursts

    youtube.com/watch

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  • ikke2902

    Oh thanks a lot for your help!

    Thanks both ikke2902 and LINE000

    Now i can carry on with my game development

  • LINE000

    Thanks for the advice, i have tried but it still doesn't work. I have attached the capx file as below

    we.tl/fQHF9smnwJ

  • Hi guys,

    I have been using construct 2 for a while now. I'm trying to create a bullet hell game and have encountered into a little issue which i can't seem to solve.

    I'm trying to create an turret enemy type that does shotgun spread kind of shots. But i do not seem to be able to implement it together with the turret behavior.

    I could do it while firing as a player but not on a turret behavior.

    I have attached the cap file and could someone help me?

    Btw is there a bulletML version for construct 2? I can't seem to make it work with the current version of bulletML.

    we.tl/eursBLU0U5

  • Ldk thanks for this, i will take a closer look when i'm free and post an update here again.

    Lunatrap it was suggested by another user here as i want the enemy to chase the player, the enemy has both platform and pathfinding behaviour in them. Do you have a better way to just use platform behaviour and have the enemy chase the player too?

  • Bump for more pros to look at it

  • anthonydsf Hi, no problem mate. Maybe you can help me take a look at a few of my problems under this thread.

    Edit.....oh damm my rep is too low, i cannot post the thread link. Maybe you can search for the thread named (A few issues on attack animation and enemy behaviour)

  • Yeah I got to that same point when i was working with your project and i couldn't figure it out

    I do not have any issues with it on the game I am working on but for some reason i can't get it to mirror right non yours lol

    ZeroBelow Yeah. It's very weird right? I mean, if you have already set the collision box to the imagepoint and since it's already set to mirrored and non-mirrored when you push the left and right key. The collision box should position the same.

    Is this a bug? Maybe the developers of Construct 2 can take a look at this?

  • bump for others to have a look

  • Ldk i have tried your suggestions. They somehow work but not really as intended as they were supposed to. I wonder if Construct 2 is glitching the game or i did it wrongly. I have attach screenshots below to give a better understand of the issues.

    1) I had already created an imagepoint and a collision box for the hit detection and i have also pinned the collision box onto the fist of my character. The reason why i have 2 imagepoints so that they will be able to display the collision box when i'm facing mirrored and non-mirrored way while punching. But i think i may have missed out something here and i ended up with this instead.

    As you can see, the non-mirrored side's collision box is displayed correctly just nice over the fist

    but for the mirrored side, i get this instead

    Below here is my code

    So i need to have the collision box be displayed correctly on the mirrored side.

    2)I can't seem to find the event where it says when "player punching" animation is finished, set animation to "player idle". What i did was instead this. But i still can hold down the punch button even thou it's already set to "On Pressed"

    3)I have already did that and the collision box is outside of the screen and i tried to add in the "destory" box after animation ends but i get the issue of my player punches once, the box comes up then disappears after going back to idle animation and then it doesn't appear back even i pressed punch again. It seemed to be destroyed forever.

    this is the code

    4) I managed to solve this by adding in helpers and it works.

    Hope others can learn from this also!

  • Ldk thanks for these suggestions, let me go try them out and i will post an update here

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HuaHero

Member since 2 Apr, 2014

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