lionz's Forum Posts

  • doing something like what you're saying would end up with any bullet that doesn't fit between max and min just to be either the max angle or min angle rather than in between

    It just wouldn't create the bullet because the condition would be on the left and the action for create is on the right. If the angle is too high it wouldn't create it. But it sounds like you want something more specific anyway so for this maybe what you could do is take the difference between min and max angle, divide it by the number of bullets you hope to spawn, then on each iteration of the loop add this value to the angle. So if min is 0 and max is 40 and you spawn 4 bullets, it would add 10 to angle each time.

  • That's down to your formula in the first condition and up to you. Maybe if you multiply by loopindex it goes to high so you'll have to work out some approximate values you want for each bullet and apply.

    If you add the condition while bullangle is less than maxangle then I guess it can never create a bullet above the maxangle.

  • I just saw it for that particular problem, it's because in the action you have a typo and used imagepointX instead of imagepointY

  • You are setting the bullets to an increasing angle so the gap will get bigger? You can add an instance variable to track each bullet and where it comes from, then pause the game and view them, first identify which ones are wrong. You can easily pick out the loopindex=0 and loopindex=max ones with specific identifiers. Also you mentioned something should only work when the angle is at 0 but there are no conditions for angle.

  • Create a border with collision, like a sprite with solid behaviour. It really depends on what your game is about.

  • The finer details depend on the actual gameplay but in general use a global variable to track number of blocks. You can make it subtract 1 when you place a block for example, then when it hits 0 you can no longer place blocks.

  • I know someone suggested to use save and load but probably that isn't the way to do it if you have a timer. You should store your values or moves whatever somewhere and then when you undo it reverts to these values, not using save/load.

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  • If it is just set to crouch when button is down then it should work really because this would run constantly.

  • As soon as you get frozen the debuff is true so the crouching logic will be false. Since you want him to remain crouched maybe you should remove that condition that debuff is false (though really once the freeze ends this should work and revert to crouch in theory) I didn't understand the bit about releasing the crouch key.

  • Install the latest (final) version of Construct 2, I checked for you and it's on there construct.net/en/construct-2/download

  • Do you mean you can't find the right condition or that you found the right one and it's not working as intended? You can right-click on the overlap condition and invert it if you didn't get that far.

  • It's in the platform behaviour properties, in Construct 3 it's called jump sustain. As I recall, Construct 2 also had it.

  • other events change the animation so i cant use set animation here.

    im not bothered about the rotation that is sorted in my game.

    am i right that the set up i have should play the animation when walking and stop when not walking?

    because i had a very similar set up a few days ago but now it seems to be inverted and i cant figure out why.

    You don't really need the key released events they should be taken out also because they are trigger events. The events should be simple, key is down set walk animation. And then player is not moving, set idle animation or stop walk animation.

  • Use set animation instead of start. The animation is facing the wrong way by default, use the rotation tools in the image editor to rotate the frames 90 degrees. To stop it playing when the player stops walking, usually you would have an idle animation to change to, or you can untick 'looping' from the animation in the editor, and then on key release dset the animation to frame 0.

  • Thank you again.

    I think this is correct but it is limiting the number of active shots to 5 instead of 3

    I don't think so? What were you using to verify that it's 5 shots. The variable can't go over 3.