robertjs3's Recent Forum Activity

  • minaehab1 Yes it is very complex and detailed. I am in the same boat as you. I am learning more though before I finalize my shop. It should be something you do last in your game anyway in my opinion.

  • Wisdoms in your project bar one of the .png files in there is a scirra logo. you can simply click on it and change the picture to whatever.

  • Let's say if you have a jump-over icon or sprite the player runs over (let's call it jump-over sprite).

    If Player -> is overlapping -> jump-over sprite then set wall to turn off collisions

    then to turn it back on have an invisible sprite on the other side of the wall (let's call it Wall reset) that says

    If Player is overlapping -> Wall reset then Wall will turn on collisions.

    Let me know if that helps.

  • You can turn off collisions at a specific event

  • zero50 Construct 2 does not auto update. But if you come download the most recent version on the website, it will uninstall the old version and just keep the new one if you'd like.

  • vancouver This is good to know. Thanks

  • Jonnie91 I will check this out. Definitely need music for the game

  • stricky that is exactly what I am looking to do! Thanks stricky, I will check it out the capx when I can access it later.

  • e bear the issue hasn't been necessarily the less than or greater than expressions. It is simply the open slots that are created when I run out of ammo on a particular weapon. I am looking into using possibly arrays to do this, but I do not have enough knowledge of those to know if that solution will work either. I'm just about stumped at this point for a solution based on my limited knowledge...Do you or anyone else know if arrays would work for this?

  • I have attempted a few different methods for about 5 hours to figure out how to correctly switch weapons using the mouse wheel up or down, and nothing seems to be working correctly. Here is what I have done so far using variables that has worked the best, but still is messed up:

    I have a global variable named "Current Weapon". I have 6 different weapon types for my player. Each weapon is essentially tied to 0 through 5 on the "Current Weapon" variable. Each weapon type has global variables as well for ammo on each weapon.

    I have one event that does - on mouse wheel up AND Current Weapon less than or equal to 4 - add 1 to Current Weapon

    Another event does - on mouse wheel down AND Current Weapon greater or equal to 1 - subtract 1 from Current Weapon

    Other events tie the text on screen to which weapon you have scrolled to as long as there is ammo still for that particular weapon. I have a text box used to display what weapon you have scrolled to, and switches as you scroll on the mouse. When you run out of ammo, the text will no longer display with that weapon anymore. But there is still a placeholder or empty slot now when you scroll up or down on the mouse wheel for that weapon and what I have not been able to figure out is how to get the system to only allow me to scroll to those weapons that still have ammo.

    This all works and everything as long as I don't run out of bullets for each type, but as soon as I run out the system is essentially scrolling to an empty slot. Practically this jacks up the gameplay since when you are scrolling fast on the mouse wheel trying to get to the next gun and you scroll past the weapon with ammo.

    Can someone maybe redirect me to a different method because I cannot see how variables will work correctly for what I am trying to do? It is quite difficult to explain this all in words, but hopefully someone can get the gist of what I am trying to explain.

    FYI, recently moved so I don't have internet access on my home PC yet or I would upload some screenshots.

  • sxespanky do you have this screenshot or capx for this fix?

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  • Thanks for the upload! Definitely want to learn how to make a weapon that shoots a laser

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robertjs3

Member since 17 Apr, 2014

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