anty21ro's Forum Posts

  • 5Type

    I've just finished an exemple .capx and I saw that you posted here, I was thinking to share it here and ask you to help me , I will try what you said but I will drop the .capx anyway since I've created it. Thanks

    https://www.dropbox.com/s/333t9d7ci94ro ... .capx?dl=0

  • Looks great. Thanks !

  • PixelPower Thanks for the .capx but I don't know if this works for what I need, I'm trying to reduce my event sheet with families.

    5Type Yes, the functions are the problem. I don't understand how to do what you said ... but I need to call this function with the family so I don't have to create functions for each enemy from the family.

  • Hi everyone.

    I've made a family where I've added 2 enemies and later maybe I would add more of them.

    The problem is when I destroy one enemy in that family all of them are spawning an effect: ("Enemy_Air_Parts_Spawn") - so this function seems to be called for all of them, and I want to call it just for the one that is destroyed, of course. Do you know what I have to add or modify to make it work ?

    https://www.dropbox.com/s/qypw97wb7wmkt ... m.jpg?dl=0

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi. I tried to reproduce the sunlight while is moving and hiding behind the buildings but it didn't come out to look realistic.

    Maybe in the future I will need this kind of effect. If anyone can make it look more dynamic and realistic, that will be great.

    https://www.dropbox.com/s/inwieov8ivg94 ... .capx?dl=0

  • Tinimations Great art and effects, looks awesome !

  • Yes, that seems to be the problem. In this case I will remove the enemy air from the "MetalObjects" family and apply the effects to the "Enemys" family; I will give it an instance variable of health and than it should work ...

  • Hi. I am having some issues with the interaction between the player bullet ("Player_Rifle_Bullet") and the enemy ("Enemy_Air_Test").

    When the bullet hits the enemy it should substract 50 from its health but it doesn't. I noticed that if I remove the enemy from the "MetalObjects" family than it work fine, but I need it in that family for some effects to take place.

    Screenshot

  • You can use the "DistanceTraveled" of the bullet. Set the angle of it then compare values.

    System > Compare two values: First value: Sprite.Bullet.DistanceTravelled

    Comparison: Greater or equel

    Second: 300

  • You are right, but if I want to add more things to my game this can turn to be more complicated. And why do we have to make groups and add lots of events and actions when we could do this in a single line? This plugins should make our life easier, let's complete them and they will bring us only benefits.

  • Here's an example of an platformer that I am working on:

    The player has different weapons that can select. I've made a global variable called "Available Weapons" (type: number) and assigned different actions from 0 to 6, because I want the player as he progress in the game to have the other weapons unlocked. In this game the player can teleport, and when he does that he is invisible for 2 seconds. In this interval of time I want to disable the mouse and keyboard so he can't shoot while is invisible. So to do that , I have to create a function with sub events for each number of the "Available Weapons" global variable with checks ... With a "Enable/Disable Mouse/Keyboard" action this would be a lot easier.

    https://www.dropbox.com/s/9nq15ra64yj97 ... t.jpg?dl=0

  • Why the Mouse and the Keyboard plugins have no "activate" and "deactivate" controls, or something like this ... ?

    For example , if I want to add an action that looks like this: "Set Keyboard Deactivated" ... or "Set Mouse Deactivated/Activated".

    Ashley This is a must in C2, and will save a lot of work in certain conditions.

  • Here you go, I hope is what you need.

    https://www.dropbox.com/s/9kpr4x8q871hv ... .capx?dl=0

  • You can try this:

    "Player" on collision with "powerUp" --> "BulletSprite" set frame to "1"

    I just tried it and it doesn't work ...

  • You can try this:

    "Player" on collision with "mushroom" --> Player Set platform vector Y to -1000