Chris PlaysOldGames's Forum Posts

  • If you don't want your plane to face backwards you can change the direction facing in the 8-direction property to NO. This is the style of most side scroll shooters. If you want it to change facing you might have to create your own control scheme so you can get the turn animation playing like you want.

  • Random time is relatively easy. Just use the every x seconds and use random(#,#) in your spawner.

    You can either use x value; player.x > 1200 activate spawner 1 or you can use an industry standard... triggers; invisible sprites along the path and turn on off screen spawners (both ahead and behind player) when player overlaps them.

    As for spawning mobs off screen simple make their x value greater or less than screen width on creation.

  • Glad I could help. If you wanted to make the planes appear like they are actually trying to drop bombs on the player (or if you had a different kind of plane that came in periodically that was more accurate) you could remove the timer object and instead make the condition if plane.X = player.x then spawn bomb (super accurate). If you wanted your bombs to have more realistic falls.. ie travel forward slightly with planes momentum you could play around with the bullet behaviors bullet drop and gravity to get an arc style fall.

    I just had the bomb spawn and let gravity pull it down in my example. If instead you gave the bullet (bomb) a low speed on creation and tweaked the strength of gravity you would get a nice realistic drop.

    Lots of places to go from here.

  • Here is a super cheesy version I threw together to get you started in the right direction.

    https://drive.google.com/open?id=0Bx-ufu2WID53ZDl1VFpGdk05ZGs (click the download arrow in the upper right corner of screen)

  • Post your capx via dropbox or other file host or image of your code (events) and we can probably sort it out quick.. you will have to put spaces in the link to post it here due to your rank.. (ie. w w w .my file etc).

  • Funny I was thinking about a football game in Construct2 a month or so ago. We need more AMERICAN football games that aren't Madden sized projects. I would love to see a highschool level coach game in the sytle your using where the players are bots that run the play you choose. The players would all have certain stats/skills that they came to you with and you would have 3-4 seasons to mold a championship team. I think it would work well with mobile... i digress...

    I was thinking of using a series of tests where ball carrier compared distances to the closest opponents and if distance is closer than # the ball carrier would change angle either toward sideline or up field and the quickness of these tests and direction change would be based on say an agility or awareness stat/skill. When players overlap I would compare relative tackle skill to carriers juke ability or whatever to see if a tackle was made, etc.

  • Make sure the behavior is enabled, it should be working. I just tested it to make sure and its still working by default. You may be overriding it somehow. Post a pic of your code or a capx link if you like.

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  • Here is a quick capx:

    https://drive.google.com/open?id=0Bx-ufu2WID53MWFjT2owWEVEWHc (click the download arrow in the upper right corner of the screen)

  • Give the rocks a solid behavior.

  • Add function object by double clicking layout white space and selecting it (like you would add keyboard or mouse, etc). Then you can use function events and actions.

    You will need a basic scripting understanding of what functions are/do though.

  • It would be easier if you put your capx in a drobox or other media share site and posted a link to it for us to see where you have erred.

    If your rank isn't high enough for links you can still post them by putting spaces in them.

    My guess though is that your bullet behavior and/or bullet actions them self are to blame.. and it doesn't sound like your spawning at the target either.

  • You would need to use a global variable to do that.. or maybe call a function, haven't used Construct2 functions across multiple sheets yet but it "should" work...

  • Generally speaking rendering 4 sprites at once would require more than rendering one sprite frame at a time. Of course it the 4 sprites were small and the single with frames was larger you would reverse this situation.

    I don't do much mobile but what I understand is most mobile devices can handle 3x the screen resolution in sprites and backgrounds (non-tiled) at once at 60 fps... so a full resolution background plus a 25% coverage HUD would still allow quite a bit of sprite resolution not counting other drains on memory. OR I could be completely off.

  • You could always put all your colored projectiles into one static animation and then call them by frame# using a sequence variable.

    You would need to put an instance variable on your weapon, lets call it shotNumber=0. Set up conditions that refererence this variable then action out to spawn bullet object and set frame to appropriate color.. ie shotNumber=1 spawh object and set to blue frame, shotNumber=2... etc.

    As for the upcoming shot as long as you have a set frame order for the level (shotNumber1-2-3-4-5-6 = frames# 1-6.. then you could display object below weapon and show the next shotNumber value frame...

    For levels you would need a new order of frame numbers but you could put them all on one sheet and condition a global level=# in your events.

  • You could hack this with events but dsminor is right about a single dimensional array being best for what your trying to do.. would make it super easy to level change.

    Plus its a really good opportunity to force yourself to learn arrays in Construct2.. the 1d is really all you need for about 90% of Construct2 projects and it easy to learn.