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  • > 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.

  • Thanks for the help, I really appreciate it.

    But now I have two additional questions. What If I decided I wanted multiple copies of Sprite2 being created. IE, have 1-5 copies of Sprite2 being created.

    Also, does it matter if I use a Local Variable or a Global Variable?

    I'm honestly a bit lost, didn't I answer that in the screenshot? Do you mean, that you have 1-5 different versions of Sprite2, to randomly be chosen from? That could handled in a bunch of different ways.

    If it's a still frame sprite, with no animations. Creating a Sprite Object with multiple frames, with animation speed to 0, and no loop. Then set another variable to a random(0-4), For Each Sprite2 on Creation. And, call that variable for the random frame, at the creation For Each Frame for the Sprite 2 Objects.

    If they are 5 separate Sprite Objects(i.e. Sprite2, Sprite3, Sprite4. Sprite5, Sprite6), then that could be done similarly. But, set another variable to set to one of the 5 Object Names. If they all act similarly, this would be done easily using a Family Object. Then setting random variable, 2-6, and then using "Create Object (By Name)" Action. Object name field would look something like ("Sprite" & RandomNumberHere) without the parenthesis. That is, if "RandomNumberHere" was the name of the variable set before hand. And each Sprite Object is named "Sprite2", "Sprite3", "Sprite4". "Sprite5", "Sprite6".

    It depends on what you are looking to accomplish exactly.

  • EDIT: Unless you mean you have 1-5 versions or types of Sprite2, rather than all being the same copy of Sprite2. I posted another comment in the thread linked to below, covering that concept a bit. I'm just confused what exactly you want to happen when Sprite1 becomes destroyed.

    I answered a very similar question question here, https://www.construct.net/en/forum/construct-3/how-do-i-8/spawn-object-either-location-170881#forumPost1072832 mbuckenmeyer90

    Also quoted the entire thing below. It would be the exact same concept. You can choose where to spawn/create the 5 copies of Sprie2 wherever you set the X, Y coordinates to. Just take out the Block setting a variable to Random(1,5).

    If you just want to spawn 5 copies of Sprite 2 in the same spot as Sprite 1. Then have Sprite1 spawn Sprite2 five separate times, then become destroyed. I'm not exactly sure what you are trying to accomplish. But it would be very similar to your other question answered yesterday.

    Except, rather than choosing a random amount from 1-5 through a variable, to pick how many copies of Sprite2 to create. Just create 5 copies at your desired locations on the X & Y coordinates you would like them to spawn. Unless you want them to all spawn in the same location as Sprite1, then that is even easier. Just have Sprite1 spawn Sprite 2 directly, then destroy Action under that.

    I could create another sample screenshot. If you are looking for something different than this.

    Quoted Post

    "That would look something like the image below.

    When "Locations" equals 1 or 2, I have the System Creating Sprite2 at random locations within the X & Y coordinates.

    If the same variable equals 2 or 3. I have the System create Sprite2 at specifically chosen locations on the X & Y.

    Finally if the Locations variable equals 5. I have system create Sprite 2, at somewhat random locations on X & Y, using "choose"

    There are many ways you could accomplish this. This just shows one way, using randomly chosen coordinates, specifically chosen, or choosing randomly from a few choices for each the X and the Y location.

    "

  • YESS exactly what i was looking for! tysmm

    Of course, you're welcome :). I only pointed you in the right direction, and his YouTube Channel is teaching you what you needed to learn :)

    Be sure to leave his channel a like, and comment if it was helpful for you ;). I've talked to Reilly online, and he's a great dude. I've learned a ton from his videos over the past several months, since I found his Channel.

    Take Care, and have a great weekend!

  • Game Design With Reilly on Youtube has a great series of tutorials for 3D Camera setup, and movement. Here is a link to his video on jumping: https://www.youtube.com/watch?v=Y1d6Pe5gurE&list

    It's quick set of videos. If you wanted to start watching from the first episode, it will get you up and running quickly.

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  • The easiest way to accomplish that, would be to import the image as a Sprite Object. Then make multiple frames of the Sprite Object and use the bucket tool to fill in the Blue areas with other colors. Then untick the Loop option, so the animation does not play/loop. Along with setting the animation speed to 0, so the animation will not play at all.

    Then in the events, set the corresponding Animation frame you want in each scenario, using the "Set frame" Event. For example, if frame three of the Sprite Object is the image with Yellow where the Blue currently is. Then just use Set Frame, and put 3 as the value for the frame.

    You can change it using an effect filter as well. If you wanted to get real fancy. You could separate the blue section, then create two separate sprites, with the blue section layered on top of the other. Maybe using an event to set it as a child, or simple pin it to the sprite layered below it?

    Then add the Tint Effect to the sprite on top, containing the blue sections. Then use Events in the event sheet to manipulate the Tint values to whatever colors you want, when certain conditions are met in game.

    There are always many ways to accomplish one single idea. Depends on if you want to keep it simple, or complicate it. I usually go the simple route, unless it's something that really has need to be something more complex.

  • Hey folks :)

    I rarely come here to show off what I've been working on. But, I figured I'd pop in, and ask for some opinions.

    Earlier today, I added a new player mechanic, where he butt slams down into the ground to cause damage. Think, Yoshi Down "B", haha. I also added a new enemy to the game, where you need to butt slam the ground to flip it over, before jumping onto it. Similar to the spiked turtles in Mario games.

    In your opinion. Based on the video linked below. Should it stay as it is, and smash the enemies into the ground. Or should it cause Teddy to bounce even higher than the normal jump/land bounce on the enemies? EDIT: I think the only section in this particular video where you can see that bounce height, is when he jumps on the turned over turtle.

    Just curious what the majority vote would be XD

    Thanks for taking the time to check this out, and share any feedback you may have :)

    I hope you all are having a fantastic 4th of July weekend as well ;)

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  • mbuckenmeyer90 - That would look something like the image below.

    When "Locations" equals 1 or 2, I have the System Creating Sprite2 at random locations within the X & Y coordinates.

    If the same variable equals 2 or 3. I have the System create Sprite2 at specifically chosen locations on the X & Y.

    Finally if the Locations variable equals 5. I have system create Sprite 2, at somewhat random locations on X & Y, using "choose"

    There are many ways you could accomplish this. This just shows one way, using randomly chosen coordinates, specifically chosen, or choosing randomly from a few choices for each the X and the Y location.

  • That is awesome to hear! It's always a great feeling, when you've conquered a bug/issue within a project, especially if it's been causing problems for a while. Congrats on figuring it out! With time, you will become proficient at finding and exterminating those bugs!

    I just watched the video, and Subscribed to your YouTube Channel :)

    This project looks sick! I love seeing clones of SNES games. I was working on a Zelda: Link to The Past clone years ago, but unfortunately never stuck with it. Maybe I will make time in the future to create one in Construct 3.

    This though, looks exactly like I remember the original. From the(I assume ripped) artwork, to the jump/gravity, dash mechanic, charge beam, etc. Mega Man X, is easily in my top 5 all time favorite SNES games. I cannot tell you how many times I've played through the original title in the "X" series XD

    Keep up the great work! I'm looking forward to seeing future development videos ;)

  • Thank you very much for this explanation!

    Of Course. You're Welcome :)

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brainwavecreations

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