Beaverlicious's Forum Posts

  • Hey friends,

    I�ve got a problem :)

    I organized the weapons of my character using different animations. Works pretty fine so far. Now I want to add some gettin-shot-effects and if I use "set animation", the effect doesn�t end of course.

    Is there any possibility, to switch back to my latest animation

    like

    MachineGunAnimation -> hit-by-bullet-animation -> MachineGunAnimation

    I can�t just add MachineGunAnimation again, because he can carry different weapos while getting hit.

    Greets and thanks in advance:)

    Beaver

  • Hey guys,

    I�ve got another question:)

    I use different animations for different weapons and I want to make a "favourite weapon"-info at the end of a match.

    Is there any possibility, to compare the time, the animations are playing

    like

    2min machinegun

    1min plasmagun

    etcetc...

    thanks in advance, you are a great community :) helped me a lot of time

    sorry, if my english isn�t perfect. i�m not a native....and i�m drunk

    carnival you know ;-)

    cheerio

    beaverlicious

  • damned:) that�s a pretty good idea! THX to my special guru vee41!

    I�ll try it when i�m at home! :)

    Have a nice day!

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  • Sounds good, but

    1.You can be hit by your own bullets

    2.There are some obstacles that also spawn bullets/hurt you

    So I guess, it�s necessary to count the exact objects created by player or player2 and if they hit the enemy (add+1 to accuracy variable)

    I thought about counting clicks to get the number of bullets shot, but some of my weapons have delay time, so it would increase the rate even he doesn�t shoot.

    Any ideas? :)

  • Hey guys,

    I?m thinking about adding an accuracy-statistic to my little multiplayer game.

    Is there any possibillity to count the number of objects and the hit rate:

    Player1 -> SpawnObject.Count

    ObjectsSpawnedByPlayer1 -> on collision with Player2.Count

    Player1 -> SpawnObject.Count

    ObjectsSpawnedByPlayer1 -> on collision with Player2.Count

    And then, i need to calculate the % of hits :)

    Is there any possibility, or am I just dreaming?

    Greets from the

    Beaver

  • Haha :) thanks very very much! Sometimes i�m just a blind folk :)

    Now it works!

    have a wonderful evening vee41, you saved my day:)

  • Hey guys,

    I tried to insert a level-randomizer to my project. I tried it the same way, i used to let weapons spawn randomly.

    s1.directupload.net/file/d/3157/68qeg37b_png.htm

    I launched the game about 20 times, always landing in area1, so i guess it doesn�t work^^

    Could anyone pls help me?

    Thanks in advance,

    the Beaver:)

  • Ok, i didn�t really solve it :D

    thinking about my next levels, there is a big problem. The acid river here, can be solved with a hurt zone, but some of the other levels should take place in space for example.

    s1.directupload.net/file/d/3155/ad3ktxe6_jpg.htm

    i hope you can now see what i mean! The beaver and the tree should be able to shoot over the zone, but not to move over. if i make the river solid, the bullets would reflect!

  • Hey, thank you very much, but i already solved my problem. Made a "hurtzone" so that there?s no possibillity to go across my holes :)

  • I'm not at home, but i' ll give it to you tomorrow!:)

    Thx, i hope you can help me!

  • yeah, let me try to explain again

    I made about 6 weapons. Some should shoot over "holes" "walls" etc, some should�t. So i clicked on "bounce of solid" in the bullet behavior of the bullets of my weapons. Works out pretty fine so far.

    My player should�t be able to walk over some holes, but be able to shoot over it, so i can�t make them solid. If i would do so, a hole in the ground, would reflect some of the bullets.

    Only the player should be "reflect" no other objects! everything else should fly over.

    Hope you get it. Sorry for bad english! :)

    THX so far!

  • When i use your " enabled/disabled" solution, i guess my player would shoot himself, if the wall turns completely solid !;-)

  • can�t open your example, i just have release 114 :)

    Let me explain the situation:

    i created a blank sprite called "hole" for example. I want the player to shoot over hole, but not to go through.

    At the moment i solved it with "Player"->on collision with another object "hole(which is not solid, cause it shouldn�t reflect bullets ;-) )" and then "8 Direction movement reverse".

    It doesn�t really work out fine. It�s a little bit like glue, the player sticks there pretty long and if i continue running against "hole", sometimes i can wander through!

    Hope i could figure out, where the problem is! :)

  • I wanted to use the event on walls. like, player can�t walk through the wall but shoots over it!

    So the BoundToLayout-Behavior isn�t what i�m looking for.

    Thank you for your idea:)

    Other ideas?

  • Hey, i got a Problem again.

    How can i create an object, that only react solid with one other object? I want to make a playfield, that the player can't leave, but his bullets should do so!

    Hope you understand:)

    Any ideas?:)

    Thx in advance