Lou Bagel's Recent Forum Activity

  • Yeah you have the last version on the link so it's the version with no bug :p.

    But like i've said, i'm wondering if it's possible to do that : (Suppr the shift control and change the ship with just ctrl)

    Like when you press control it does one thing if shift is down and another if not?

    If so:

    On Ctrl pressed

    --Sub-Event: if Shift down; then yada yada yada

    --Sub-Event: Else; then yada yada yada

  • New aim bar and crosshairs! Also, added the new limp animation

    (anyone know how to resize the image in the forums so it will show all of it? I think its like img=size"" or something)

  • Working on a limp animation:

    Injured leg adds a little twist ....

  • The game graphics and mechanics look great. If the game is level based then you can just make each level harder and every 5th level make it some boss type a bigger verio n of the zombies you have. If its going to be endless the easiest way I know so you don't have to code so much is set the zombie speed to increase when your score reaches a certain number. Then set a system timer to release a boos or bigger zombie type every 60 seconds or so.

    Or if you want to go nuts and have some crazy fun with it make a flying headless zombie with this code

    System(every 3.0 seconds) FlyingZombieHead(set angle towards (Player.x,Player.y)

    That will throw players for a loop haha.

    Thanks for the comment. Yes, I am most likely going to do waves with strategy break in between. Haven't really spent too much time figuring out what I want yet.

    Funny thought on the flying head

  • : i heard about the lerp function and i will test your code too

    I made a sample capx to demonstrate lerp() — much easier to show all the events than to explain

    Should be pretty self-explanatory but let me know if you have any questions:

    Lerp() Tutorial

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Fixed the first part (with boolean/shoot and stuff, perfectly working.)

    But, I still have a problem with the scoring. I've tried the else stuff and it's very complicated and I don't understand.

    So i've found an other way to do it. I've added variable named state into my laser and my asteroid. So when i want to score I compare the state of the asteroid and laser.

    So, if laser.state = asteroid.state then it adds +2 ; if it's not equal it adds +1. The +1 thing is working but not the +2.

    The good things is, I know why but I doesn't know how to fix it. When I press "shift" or "ctrl" to set the red/blue color to my ship it is supposed to change the animation of my laser and change the color, it works, but in the same event it's supposed to also change the state of my variable (putting 0 or 1 dependings of the ship color) but it's just never change and I don't get why. :/

    There is a screen of my even sheet and my capx there : drive.google.com/open?id=0B6phdwDtsxJkTXN1RnU3TUYyMDA

    I just tried it out and I got +2 when my ship was red and I destroyed a red asteroid and if my ship was blue when I destroyed a blue asteroid. Did you get it working?

  • Which part are you struggling on?

    I'm not 100% sure of details about objects/families colliding with one of their own but have seen several tutorials/threads on it.... here is one

    Once you get the 'picking' sorted out it should be straightforward, right?

  • Something as simple as 'every tick' setting the 'scrollto' & adding the behavior to the player 'contain to screen' can get you started. But if you are completely new it would be best to go through a few tutorials first.

    Good luck!

  • This scenario is what 'families' are for but unfortunately those are not available in the free version.

    You can still achieve what you want by storing the info in variables and comparing.

    Pick closest objectA; store distance in variableA

    Pick closest objectB; store distance in variableB

    If variableA < variableB; attack ObjectA

    -Else; attack ObjectB

  • Boolean is just a variable that can only be "true" or "false". To create an instance variable (as opposed to global variable) you click on an object and add it via the properties bar (initially on the left).

    What I was implying was replace 'every 0.2 seconds' with 'ship.ready' (meaning boolean is true). Then add an action to that event that changes the boolean to false. To have it change back to true every 0.2 seconds add the timer behavior and create an action to start a timer. Then create a 'on timer' event that changes the boolean back to true. (you could use wait but will most likely lead to bugs in the future)

    This variable can be helpful in the future also for when game is paused or maybe ship gets stunned or something, just have to change the boolean to false.

    I understand your thinking on setting the animation before it is spawned, I kind of had the same lines of thinking at first. But remember how fast all of this can be processed but also was probably setup to actually process those actions at once.

    If you want to replicate that in construct you just need some sub-events, which are visually indented and work like a nested if, and the else command, which is in the system events. The else command will fire if the command above it fails. You can have multiple conditions but the else has to be at the top of them. It will be apparent if the else command is setup wrong.

  • No it's not the behaviour. It's the "Scroll to X" system action.

    But it appears that the object I'm scrolling to is shaking rather than the "scroll to".

    I don't know what is causing it. It is moved by lerp.

    How do you have it setup?

    Doesn't seem logical...

  • For your code here outlined in red I don't believe it will create the desired effect.

    This is checking every 0.2 seconds to see if escape button is down. It is NOT activating when escape is down and pausing 0.2 seconds. With such short time it may not be noticeable if you hold down the button. But if you were tapping the escape button and it coincided hitting in between the 0.2 seconds then nothing would be happening. Suggestion would be to have a "ready" instance boolean or something similar.

    Also, I don't know what you are doing exactly, but not sure why you have the spawn a laser after setting the animation for the laser. I believe the way you have it the changing the animations of the laser will affect all of the lasers on the screen then spawn a new one that is unaffected by those actions. If you put the spawn before then the animation actions will only affect the spawned laser.

Lou Bagel's avatar

Lou Bagel

Member since 7 Sep, 2015

Twitter
Lou Bagel has 3 followers

Connect with Lou Bagel

Trophy Case

  • 9-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Popular Game One of your games has over 1,000 players
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

16/44
How to earn trophies