7Soul's Recent Forum Activity

  • I remember the day I discovered clamp(), my life changed forever

  • Do you get the same error on other games? Usually "Server Error in '/' Application." is a server error and resolves itself after a few minues

  • And when moving the camera, you can set its position to max(target.X, self.X), this way it never moves to an X position lower than its current X

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  • If you don't post a .capx its hard to know exactly what you're doing and what's the problem (you could be using any kind of weird event to move the ball and how would I know?)

    You can post a .capx using the "upload attachment" option when posting

  • Physics is handled by the Box2D engine, and is not compatible with the other behaviors. Check the manual: https://www.scirra.com/manual/98/physics

  • I'm using families to group all bullets. But appears you're using the free version so you'll have to do it for each separate object

    Let me break it down for you

    self.X+(sin(self.aAngleMov)*(dt*self.speed*(1-paused)))

    • Self refers to the object doing the action. Saying "Self.X" on an action for the "Bullet" is the same as saying "Bullet.X"
    • "sin(self.aAngleMov)" gets the X-component for the angle (while "cos(self.aAngleMov)" gets the Y-component)
    • "*(dt*self.speed*(1-paused))" is the speed. "dt" is so it moves at the same speed regardless of the fps. "speed" is an instance variable for the bullet. *(1-paused) is just because of how I made the pause in my game

    So in the end, you're setting the X of the bullet to

    "Its own X" plus "the X-component of its angle 'speed' times"

  • In my game (the one in my signature) I also have lots of weapons and you can shoot left and right. The way I did it is that the player has a variable called "direction", and when he faces right direction is 1, and left is -1. Bullets also have this variable, and it sets if it is mirrored or not

    The weapons all move based on math, so no behaviors. And instead of setting its angle, I use a variable to tell the angle of the weapon movement.

    Example:

    [attachment=0:yg47gghe][/attachment:yg47gghe]

  • Ah, you just need to fix the collision polygon on the "player" object. The two points on the bottom are 1-2 pixels from the very bottom of the sprite

  • 8-bit cannon

  • Awesome, love the artwork, nice and vibrant...

    Sure I've seen that octopus boss somewhere before??

    When can we play it?...

    Maybe you saw it here

    I don't have an estimate for an alpha :/

  • You're rotating the whip and since its origin is not centered on the image of the whip itself, it rotates off center. You should use the action "mirror" to flip things from right to left. The knife is properly centered so you don't notice that it rotated.

    I don't see the character inside the floor here

  • Check this other topic with a similar question that I answered recently: How do I stop an animation from overriding other user input?

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7Soul

Member since 15 Dec, 2010

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