Chris PlaysOldGames's Recent Forum Activity

  • In the conditions for your timer use a variable check.. say PlayerDead=0, then when player dies change this var to PlayerDead=1. The timer will then not run since PlayerDead no longer equals 0.

  • Double click the layout and select "mouse" from the objects.. just like you did to add sprite.

  • 1. I didn't add the second event condition bomber X on screen by right clicking and choosing add new condition. I added it by creating a new event, highlighting it and cut/pasting it into the original event... this left the new one empty and I forgot to delete it. It is simply that, an empty event with no value or function and should have been deleted. I didn't do it that way for any specific reason though either way is fine to add extra conditions to events.

    2. The second condition means that every 3 seconds AND a bomber object is not on screen. This simply keeps multiple bombers from being on screen at once. If you want multiple bombers then you don't need it.

    As for destroying off screen, this is an easy fix anyways. I usually use a large sprite I call "Destroyer" just off screen and use an on overlap with destroyer.. destroy and set all objects leaving the screen into a family that it destroys. Keeps me from having to condition each to destroy off screen.

    Lastly, I threw this code together quickly without even worrying about flow.. I just kept running it and as long as it worked I moved on... yes you would want to use a better top to bottom flow and use groups to make it flow better in a big project.

  • 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.

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  • 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.

  • 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.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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