lionz's Forum Posts

  • The angle is checked whenever you touch R_Control. From looking at the code, the ship is meant to move in a certain way when beyond the Y bottom boundary as seen in event 140. This works for when he uses L_Control, as seen in event 149. If you set up triggers in the events you can see it gets all the way down to 140 but then he can't move right. He mentions this in OP :

    "But to make this even simpler, because our founder appears to be really overburdened, what appears not to be working is in Line 140.

    Basically make ship go down to lower boundary and once at lower screen boundary it won't go right at the default angle of 270, even though it should."

    As I mentioned earlier the condition for 140 is never satisfied, but everything up until that point is working fine. Y < Player Y Bottom Boundary is a separate check to Y > Player Y Bottom Boundary. I agree that the controls are ridiculous though and the investigation took a while, Ashley would've been wasting time.

  • What I'm saying is that if your ship is at angle 270 it does not satisfy being between 270 and 360 therefore your event is never true.

    And the conditions seem to be right as far as the degree limitations.

    Wrong.

  • Yeah but you're posting it like it's a bug with Construct 2? You've just limited yourself with your own code mechanic, Ashley isn't going to help with this as though it is an engine bug.

  • Yeah I've seen your issue. The angle of the ship is 270, not BETWEEN 90 and 270. Not a bug. Change event 140 to 'between 90 and 271' and you'll find it is working. That's how I see it anyway.

  • The format is obj_playerGrid.ImagePointX(0) where the number in brackets is the ID of the imagepoint, 0 being the origin.

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  • There's a general example in C2 if you have it https://www.dropbox.com/s/0g3pr5b3qsmrn ... .capx?dl=0

    I only use C2 but it's the same in C3.

  • Are you saying it needs to pick 2 tiers of position, first which 3x3 grid then the block within it? That's not totally clear. Anyway, you would set a variable to floor(random(9)), which picks a random whole number from 0 - 8. Then you would spawn the player on the block where gridblock number = var. If you are choosing a 3x3 grid from the entire map before this then you would give each of the gridblock two variables, a main one where it decides which 3x3 block to go to initially and then use the floor random to pick 0-8 for individual block inside the grid. Something like grid 1, block 8 etc.

  • Tidied up the general pathing logic : https://www.dropbox.com/s/jfmjzjzj2jq7c ... .capx?dl=0

  • Yeah you're not 'picking' the text correctly so it's assigning it to all. You can resolve this easily by putting the sprite and text object in a 'container'. Whenever the sprite is created, it creates the text box with it, and the events should link the sprite to its own text object.

  • So what you're saying is you copied the events in that video but it's not working? Share a screenshot of all of the relevant events, or the capx file itself.

  • Yeah that sounds fine, I can't see your game so was just giving a general solution. It's up to you to decide when you want to toggle that variable and when it hits the barrier seems correct.

  • Yeah try something like if enemy has line of sight of player, system evaluate if player.x > enemy.x set mirrored else set not mirrored (depends which way default anim is)

  • Sprite > set angle toward position > player.x, player.y. if it's a top down game. Or if it's a side scroller you can set the sprite to be mirrored or not mirrored depending on if the player X is greater or less than the enemy, that would be for simply looking left or right.

  • Give the bullet an instance variable, set to false. When you fire it, set the instance variable to true. On the collision event have a condition for if instance variable is true then take the damage. Basically you are checking that the bullet is in its rebound state when it hits the player.

  • You can't display anything above (in terms of layers) the form control objects such as button, slider bar etc.