brainwavecreations's Forum Posts

  • Really quick. The combination would look something like this, https://drive.google.com/file/d/16bbrbUHGS_Y7h4vynk0w13jvQox9xhrI/view?usp=sharing

    Just using one EnemySprite, and calling/comparing frames. And then running the splatter loop from your example Everade

    Peace! :)

  • brainwavecreations

    You're still overcomplicating the blood splatters. And it doesn't seem like you tested yours.

    • My example uses 1 event, 1 actions. And fixed the random issue.
    • Yours uses 8 events and 29 actions. Random issue still persists.

    While your animation frames are not generated properly due to floating numbers... mine gives you the wanted results. What i just explained about how to use random in conjunction with whole numbers is not applied.

    I highly recommend using my example. I haven't changed the main functionalities, i just fixed it.

    Oh shoot. I didn't see the link in your first comment. My bad... I wouldn't have spent my time on this XD. I was just throwing it together as quickly as I could, in the time I have this morning.

    Your example is far better :)

    EDIT: Deleted previous comment, to lessen confusion. Alrighty. Time for me to get to work. Best of luck everyone. I'm always a bit frantic in the morning. I was just patching together a simpler version, of what was going on in the initial example I downloaded this morning.

    Sorry about that, to both of you. Wish I had taken the time, and had seen your original download link to your revised version Everade

    Could be a bit simpler, combining the two revisions. And removing the on left mouse released events. Just my personal opinion. Have it all run under the single left click event. The call of blood splatters is much better using the loop you've got going.

  • Good points Everade :). round() works as well. If you check the debugger, you can see the variable being created, would not be an integer. I've made the same mistake. Because the random() for calling an Animation Frame automatically sets it to an integer, because animation frames can only be integers. But, it's not the same with a Number Variable. You'd also get the best functionality with the paid version. Unlocking Family Objects is a game changer. I haven't looked at the .c3p yet, just booting up for the day.

    EDITS: When I first stated with Construct. I watched a bunch of tutorials for Construct 3, and prototyped about a dozen simple games. Then went on to create my own projects, and read through the Documentation.

    I've since read through most of the Documentation a few times(the entire thing once), and make constant reference to it. Like any skill. The more hours, and practice you put in, the more you learn, the better you get.

    What would take me a week to figure out several months ago, now takes me an hour. Education, experimentation, and fixing any issues over time. Will go a long way to increasing your development skills.

    In the beginning I would start off super simple. Then over time learned about Families, Parent/Child Objects, Containers, etc. Then, went back and minimized the amount of blocks being used. Adding in Functions for areas that were repeating over and over. And, now use Families for just about every type of enemy/object, unless it's a really unique enemy/object. It makes changing states/animations super easy using variables, and also using a single list of behavior/variables over an entire family is much easier.

    You can also isolate objects from a family, by checking if it matches or does not match "FamilyNameHere.ObjectNameType". Then, learn about passing through UID of family objects, to even further isolate objects, if needed within functions. It takes time. The more you learn through practice, the better you get. I'd suggest visiting YouTube, and find some good devs who teach on there. I could point you in the direction of a few who have helped me through their videos, mbuckenmeyer90. Develop a bunch of different style games alongside tutorials, then go on to take those skills into your own project.

    Like any skill. Playing guitar, or a game like golf, Chess, etc, it takes time. Once you get a base set of skills. Then jump in and learn through experimenting with what you know in your own larger project. And, expand on it over time as you learn more and more. It's what has worked for me. And, I'm sure many other developers. With any type of application.

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  • There are a ton of free file hosting websites. Google Drive is the easiest, if you have a google account. If not, it's simple to create one. Would be handy, for sharing things.

  • I'm a bit confused. So the previous splatters are being destroyed along with the sprite?

    It's different working with animated sprites, than frames from a sprite.

    Do you have a .c3p file? I might be able to check it out first thing in the morning. Before getting into my own projects.

    There are always many paths to an intended result. But, it greatly depends on how things are currently setup in the project.

    Edit: maybe set the splatters to fade using the Fade behavior. In the fade properties, tick destroy when the fade ends.

    Then, don't have it selected to destroy with the next destroyed sprite?

    Just have it spawn more splatters, while the pre-existing ones fade out and become destroyed at the end of the fade.

    It is difficult to know, without seeing the current layout. It would be easy to check with a .c3p file though :).

    If you're still stuck after trying to figure it out some more, and experimenting with various things. I can take a peak at some point tomorrow. In the morning, or the end of the day, when I take a break from my own business projects. Whenever I have time, I can take 30 minutes here and there.

  • mbuckenmeyer90 - I've created a couple examples, and left them in your other thread here: construct.net/en/forum/construct-3/how-do-i-8/spawn-multiple-copies-sprite-170924

    Using very basic actions/events. Nothing too crazy, so it should be pretty simple to study the examples, and see what is going on there.

    Though I'm using a local variable in the second example, to have it randomize the amount of blood spatter sprites being created, on the destruction of the first Sprite.

    You could easily, just drag that local variable "Amount" up to top of the event sheet, to make it a Global Variable.

    EDIT: Could also change the round() to int() as KryptoPixel mentioned. I used round, to round the randomnumber to the nearest integer.

  • Apologies. I spaced that you were looking to alter the amount of blood splatters spawned as well. You can see that below as well.

    EDIT: Forgot to remove the On Start of Layout Event. That is useless in the example, and can be removed.

    Download example here: https://drive.google.com/file/d/1nMCWfslemJxWsFMzGfIMi6xseippACJ6/view?usp=sharing

    Screenshot:

  • mbuckenmeyer90 - Here is the easiest method to achieve this, I could come up with in about 5 minutes. Just click the Black Box, press F5, click it again, repeat. You will see it chose random frames from the Sprite Object, and spawn randomly within the confines of the Layout's Viewport.

    If you want one splatter to show up more than others, or in certain locations more than others. It would become more complicated, and weight could be applied to each one chosen. This is just a very simple/basic approach :)

    I hope this helps :)

    You can download the example here: https://drive.google.com/file/d/1WUQv8gzLDUlGC2R1edqg-BW6TYeLMuRZ/view?usp=sharing

    Screenshot of Event Sheet below :)

  • Don't know how to thank you!! That exactly what i wanted to do!

    Excellent! You've just thanked me, and that is plenty. (Maybe give my comment a thumbs up would be cool ;)) I'm happy I could help you out over the past couple days. Just a few months back, I would have had a very hard time figuring this one out.

    I thought of the simplest way to achieve the end result, then threw it together using basic sprites. The more you play with Construct, and create various prototypes of different games and apps. The quicker you will become at visualizing what needs to happen logically. Then it's just a matter of putting it down into a layout/event sheet(s).

    I've learned over time, that it's best to keep things as simple as possible. It's always possible to expand on it, and make it more complex further down the road :)

    P.S I opened your cp3 example in free version cause i have license only for c2, so thank you very much.

    Duh... That makes sense XD. Everyone can load up a project within the free version, as long as the event/action blocks are within the limits. I was to busy thinking about achieving this same thing in C2, that I was not thinking about that, haha XD

    Best of luck! And, have a great day!

    EDIT: Another thing that helps a great deal, is keeping notes. I have a document on my Desktop. Where I've saved various formulas, for angle, distance, movement, etc, that I've either put together, or found elsewhere overtime. So I can always reference it. Sometimes I'll reference other projects I've done as well. If I've forgotten how to do something, I pulled off in the past.

  • Here is an example of what I have got so far

    It would be on created of blood splatter. Which be called in an event just before the thing is destroyed. Basically when the black block is destroyed, you would create random amount of splatters. With random frames selected. If that's the route you want to go.

    It would be a bit complex for me to get into right now. Heading to bed real soon. But, I'll check back.

    Edit: I definitely recommend going through a bunch of video tutorials, and referencing documentation. I read through the entire documentation, and it still took me a while to figure things out to where I'm at today with Construct. I still reference Documentation often. I leave it open in a tab.

  • Sure thing. Happy to help, and no worries for confusion. I've done the same with many of my posts asking for help XD

    So blood splattered on the foreground, like it's hitting the screen? Or splattering on the background behind another object, or on a floor(if the game has a top down view)?

    All these things make a lot of difference. It's better to ask how to create an effect you are going for sometimes. Rather than how to do a particular thing. Blood splatter makes sense. And could definitely do that with multiple frames, and calling 1-5 of the sprites, with a random frame. If it's still images, if difference sizes/shapes etc.

    If it's coming towards you(onto the screen). Could have it hit, and slide down a bit/while fading away.

    You are definitely limited with the free version, and the block limit alone means your have to be very conservative with your use of actions & events.

    I'm off night/tomorrow. But, I can try to check back sometime this week. If someone else doesn't jump in sooner.

  • Areitia - Here's pretty much the same exact thing, but recreated in Construct 2 :)

    https://drive.google.com/file/d/1m4PoMJkmMcbcnV-QyxmfVrUjnnTlpIB-/view?usp=sharing

    Pinning with the "bar" style, worked like a treat :). Unfortunately, if using the choice of "rope", it could move closer to the Player Sprite. If the mouse moves within the length of the rope.

    Doing it in this basic way. Makes it even easier to adjust the spacing of bullets, angles, etc. Just resize one or both of the Trajectory Helpers, or change the distance from the helper moving around the Player further/closer, etc, etc. Should be easily customizable :)

    Have fun! Feel free to add me on Discord if you're on there. My handle is, Fun & Games#6077

    I enjoy helping fellow developers, when I can make time 😀. Lately, I've been trying to set aside at least an hour total each day. To help out others here in the community, and on Discord. It gives me a break from my own projects, and gets my brain working on solving/creating something else for a bit. Also helps thinking about an issue/game play mechanic envisioned, then prototyping various things quickly. Plus there is the added bonus of helping out a community member.

    Enjoy the rest of your weekend. Peace out ✌️

    Edits: Adding to this post, fixing spelling/grammar, etc. I tend to type like a shotgun blast to the keyboard. Should really proof read these things.

  • > Hopefully this helps :)

    Big thanks!! I finally realized how it should work. Unfortunately c2 doesn't have orbit behaviour, but i will try pin behaviour with "rope" pinning style

    Definitely. I'm happy to help :)

    If I knew you were using Construct 2, I would have tried my hand at making something similar in that version(I still have it licensed & installed). So without Construct 3, you cannot open the .cp3 right? I could put up screenshots of what I did in my small example.

    There are definitely multiple routes to get the same effect. Maybe Pin At Distance, with the "bar" style, if C2 has that? That way the helper sprite that orbits around the player stays at the same distance from the player. Then have it follow the angle of the mouse in a similar way, to what I've done.

    Then the helper sprite at the center of the Player could just rotate like it already does.

  • Areitia - Apologies for the triple post. Here is another example that will work properly. I basically added another trajectory helper that rotates at the center of the Player Sprite in relation to the mouse.

    Then the bullet angle is set from Image point 1 on that to point 1 on the helper orbiting the player. Same for Bullet2, but for image points 2. Then, it flips these two, sending point 1 to 2, and 2 to 1, if the mouse.x is less than player.x(i.e to the left side of the player)

    Hopefully this helps :)

    https://drive.google.com/file/d/1oi4XqvEkr_66H6eeGC1k9HehLrJMthvA/view?usp=sharing

    EDIT: Just have to have that Bullet 2 outside of layout at the start, be destroyed haha. I missed that, but you'll see it fly into the layout right at the start of layout.

    EDIT 2: Also, one other point. Rather than using two Bullet Sprites. You could do System Create: Bullet, on both points on the PlayerTejectoryHelper, to the proper points on the TrajectoryAngleHelper(orbits the Player). And, just use a single Bullet Object to do the job of the two separate objects in the example.

  • I think it should stay as is. It's not bad, but maybe more impact when it squashes the enemies or thowmps the ground.

    Thanks for your input :)

    I was thinking the same thing. Could speed up the Squash animation if it's a buttslam attack. And, increase the magnitude of the shake.

    Once I get sound in there, that will add to the impact as well.