robertjs3's Recent Forum Activity

  • thanks for the solution, this is a big help.

  • eli0s thanks for all the feedback, its very helpful!

  • this is helpful, thanks

  • this is a simple solution. thanks LittleStain

  • This is an unintelligible translation...wish I could understand the issue.

  • This is helpful, thank you

  • KYATRIC. Thank you, simple solution

  • I will try to implement this later, I have been trying to figure out something similar.

  • I have been wanting to know this as well...

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  • You could try this, if you want to have more control:

    More random means more randomly distributed over the spread. 0 means equal distribution over the angles, 1 means completely random over the spread angle.

    Of course you can also load instance variables instead of using local variables for spread, randomness and projectiles (not for a though).mindfaQ2013-10-18 16:40:47

    This is great! I'm going to implement this.

  • Wrangler

    love the pixel art, I want pixel art in my game, but I am worthless at art...where is a good place to start learning?

  • You could experiment with the bullet behavior.

    If you set it like you "kicked" the ball you could then set the gravity of the ball to a negative value and it will drift upwards at a speed dependent on how high a number you choose.

    Then if you wanted it to go down when you pressed down you would set gravity to a positive number.

    The rotate behavior can give the ball a sense of spinning.

    Also a good thing to note is values like gravity and speed are based on pixels. So 100 gravity means that the projectile will fall at 100 pixels and rise 100 pixels at -100 gravity.

    One last thing is that the play button with the bug on it is very useful for testing out variables like gravity which you can actually change on the fly so you don't have to constantly close your game and reopen it.

    so i figured out the pressure plate thing for now. I actually changed my idea on the speed determining if a switch is pushed. May implement it later but i did figure out the curving bullets, I used the sine behavior so the bullets curve all crazy. I lowered their power so they don't do as much damage because that could be overpowering. thanks for the help

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robertjs3

Member since 17 Apr, 2014

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