Chris PlaysOldGames's Recent Forum Activity

  • Silly question; Did you set up the "on collision with" events for second enemy and events to subtract from the new enemy internal variable?

    I assume you mean you made a new sprite and added an internal variable of the same name and not just created an instance of the original via ctl-drag or copy/paste..

    If its not an instance it will act completely autonomous of others regardless of internal variable names, events, or action.

  • I think the reason you haven't gotten as much help as other posts is there are several ways to do what you ask but they depend on your vision of the game you're making. Also the only example is from a 3d FPS.. No one wants to waste their time when we aren't even sure exactly what you want. Add a link to your capx posted on a free dload host will make it easier for people to realize what your trying to do and "fix" it like you envision.

    That said, I would approach this problem with the grounded weapon as the trigger. Weapons on the ground would wait for overlap with player, then fire off gui asking if player wants to swap out (ie. You found a Smack10, swap it for your Guzzi?") if the player chooses yes the weapon would attach itself to player and turn off its "can be picked up variable" a function would be called that dumps the current hand weapon. I would have an every 0.05 second event constantly running that set all weapons internal "can be picked up" variable to yes if not overlapping player.

  • I am sure korbaach covered it, but I would say use frames would be best bet. Each loaded state would be a different frame.

  • Do you want the player to land on these objects?

    This is one of those questions that would be much easier answered if you put a link to a .capx file using dropbox or other free host site. If you don't have right to post url you can still copy and paste the text of link we can cut/paste in browser.

  • How are you handling "according to number picked".. are you assigning the # to a variable then using a spawner system to spawn based on this variable value?

    If your picking the number and selecting the objects in the same event it may get wonky.. seems like I ran into that same issue making the shooter in my sig. I ended up making number pickers (I use "choose" 1-10 instead of random.. but its all randoms) and then my spawner events fire off based on results in separate events.

    Make a text item on your layout called debug and set it to "set text" whatever your &randomVariable is and you will be able to at least rule out if your randomizer is working.

  • You will need to create a global variable by right clicking the layout and selecting create global variable. Call it PlayerLives or whatever you like. Now on the main event sheet create an event using system icon (the gear) and choose "compare variable" selecting the variable you created above and selecting "is less than or equal to 0". Now create an action off that event that also uses system event (the gear) and select action "go to layout" and choose your end layout.

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  • Use 8-direction movement behavior and change its properties (in layout view when sprite w/ behavior attached is selected) to left/right. Now simply have the swipe event (see fruit ninja tutorial for swiping) "simulate control" move left/right.

  • What alextro is saying is to use a separate invisible sprite that you actually control and then pin your visible sprite to it using "position" option only and not "position&angle".

    Even Ashley recommends this method so your main objects animations are free of collision issues that may arise if movements tests were being performed on animated sprite.

  • I would believe the layout with the layer would need to be a global layout and in order for other layouts to use any events or button from others you would simply need to make sure their event sheets are shared.

  • I was daft on #3. My recommendation in your case would be to have a hidden control sprite that you pin the primary monster to. Then you can be free to use bullet angle changes without extra events. Just make sure to pin monster on position only and not position&angle.

  • 1. Here are a couple ways.. LOS is one. Running an event on your monsters that compares monsters X,Y position to players and if less than player.x+range, player.y+range then toggle an in range variable... or use an invisible "detection radius sprite pinned to player to trigger monsters (like I did here with "sound radius" https://drive.google.com/open?id=0Bx-ufu2WID53SGg5cDgzOF9Qa00) (click the download arrow in the upper right of screen)

    2. Either way is fine but you have more control using bullet behavior. You will have to make events either way that determine when the monsters goes a certain way regardless. Making a monster wander is simply AI, make an action loop where monster randomly changes directions or actions every so often.

    3. You would be best using bullet behavior for movement then since it doesn't change sprite angle unless you tell it, the sprite angle should remain unchanged unless told to angle to direction of movement (which most behaviors do internally, so use bullet and make own movement events).

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Chris PlaysOldGames

Member since 22 Aug, 2014

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