SNN135's Forum Posts

  • Looks much, much better with the metal additions. Nice work!

  • In addition to using "On hit target position", you could use "Pick nearest <target>" in the same condition (or as a subevent of "On hit target position"). This should only change one of them.

    Let me know if that doesn't work.

  • I don't own a tablet, so I'm limited to using the mouse. It's takes a little while to produce anything half decent, but I've kind of gotten used to it at this point (no idea what a tablet would be like, though I imagine it's quite a bit faster).

  • gillenew: I'm liking the style. It has a very Shantae-esque feel to it in terms of both the characters and the graphical style. The ship seems a tad undershaded compared to the rest of the foreground though - might be worth adding another color to it. Otherwise, nice!

  • Hi,

    I originally started at a popular ROM hacking website for Super Mario World several years ago (most people who are into that scene will know what it is), and developed an interest in game making from there. I actually registered here a couple of years ago but never really introduced myself, so .. hey!

  • It's a little hard to follow exactly what you're asking, especially with the timer bit. Are you saying that if the enemy is moving towards target X (for example) and it passes over target Y on the way, it triggers the event? If so, it's because you're using the "is overlapping" condition. A better alternative might be to use MoveTo's "On hit target position".

  • A solid soundtrack really gets me going. I'm a music guy at heart, so if I boot up a game and it has catchy/memorable tracks from the get-go, I'll be more likely to play through it for a while.

    (of course, if the game outright sucks in every other aspect, then welp.)

  • Yes, but it looks like your spawning method works as well (since you're spawning it at an image point at a gun).

    filedropper.com/bullets Is this what you were looking for? I modified a couple of things and set the bullet's angle of motion instead of what you had before (note: the way you had it simply changed the angle of the graphic - it did nothing to the direction of the bullet itself).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The way I have it set up for my own purposes is:

    On Z pressed:

    -> Create object <bullet> at player.LayerNumber (player.X, player.Y)

    -> Set <bullet> angle of motion to player.Angle degrees

    The bolded part is what allows the bullet to have the correct angle and not always shoot to the right. You should be able to apply this to yours.

    If that doesn't work (or if you've already done it like that), would you mind posting your .capx file?

  • This is exactly what I need. It relies on the walls themselves, which is perfect. I'll have to play with this a bit.

    Thank you!

  • Thanks for the sample, but yeah, those "GravityZone"-like sprites wouldn't really be possible in my case since the playing field is dynamic.

    In regards to your questions: the speed of the objects is set to about 60, but they could go as fast as ~250ish. They should be reasonably close to the surface (within 5-10 pixels). The objects are about 24x24 pixels, whereas the rest of the tiles are 32x32. They don't necessarily need to rotate as they go around corners. The new landforms appear out of thin air (you create them by clicking). Finally, the objects are held down by gravity (when they're on the floor; when they're following the ceiling, the gravity is set to 0).

    If you (or anyone else) can think of anything that might work with that information, I'm all ears. Thanks again.

  • Hey,

    I'm looking to make a sprite that follows the walls, floor, and ceiling (with the solid behavior) - that is, one that circles around landforms. I'm trying to do this without using external triggers that alter the direction of the sprite, as the landforms have the potential to change via adding blocks to them. See the image below for an example of what I'm looking for:

    Right now I have it semi-working by using a bunch of "is overlapping at offset" commands, but this is very iffy and the sprites periodically fall off of the wall and float out into oblivion.

    Can anyone think of a failproof way to make this work? I would be extremely grateful. Thanks.

  • just use the save and load option option .

    before you leave the game layout to go to the pause layout add a save and when you exit the pause layout and go the game layout again " on start of layout load that previous save". -this goes to the game layout-

    I thought of this, but what if you alter some global variables while the game is paused (e.g. change some game settings)? Won't they be lost if you attempt to reload the save file?

  • For instance, if I wanted to pause the game and create a menu on its own layout, how would I save the state of the first one (enemy positions, player position, variables, etc)? Thanks in advance.

  • That's exactly what I'm looking for. Thanks a lot!