Smedis2's Recent Forum Activity

  • Is there any way to make objects from families share variable types, but give them each individual amounts OF that variable?

    Let's say I have 3 bullet types in the family "PlayerShots". I want each to do an individual amount of damage, but I don't want to have to make each enemy have 3 different reactions to said bullets, but instead just subtract their health by the variable in each individual bullet's damage amount.

  • It works! Which is weird, because I swear I tried that before and it didn't work. Oh well, at least I got it up and running, so that's nice.

  • Okay, so you want the bullet to change direction towards a moving player, so it wil always hit. Kinda like a heat-seaking-bullet.

    Wel you have the bullet action 'set angle of motion'. That wil ask you for an angle.

    The needed angle you get with an expression. Assuming that the name of the bullet = "bullet' and the name of the player = "player" it is:

    angle(bullet.X,bullet.Y,player.X,player.Y)

    Just fill that in the 'set angle of motion' action.

    Basecaly you use the same tool to change angle as you use to do the motion. If you use 'rotate toward position' (by instance) you rotate the physics world, while you need to rotate things IN that physics world. You will make things go stuck by pushing them into solids, the paths will go erratic, in fact you just break the physics world.

    A little warning; if the bullets always hit, the player goes erratic too.

    Hope i helped.

    Thank you for the advice. I'm currently away at the moment, but I'll report back with results once I get the chance. Thanks!

  • Yes, it uses the Bullet behaviour. It's spawned by a boss, actually. The "other object" is the player, and it only sets its angle when it's first first.

    What I'm trying to do is make it so it moves in the dir of the player, but the sprite itself doesn't rotate. It just looks weird when it does it.

  • ...without using the "set angle" action? I want to make sure this projectile stays at the same angle, but travel in the direction of another object.

  • Put a "Foreach Springer" in front of each, so you pick each item individually. Don't separate out the "set alerted" from the frame & speed actions, do it at the same time (and possibly get rid of the alerted).

    Thank you very much! Issue solved.

  • Would there be a good/feasable way to have it so I wouldn't have to manually give events/rename the IDs of the springers? I've tried setting the IDs to the UIDs of the objects, but that doesn't seem to work.

  • How would I fix this code so that it would work with individual enemies as opposed to it only working when detecting the player being at ALL of the objects' Y positons?

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  • After setting this up,

    this oddity occurs.

    (I apologize for the weird visuals, I just grab random images from my hard drive as placeholders.)

  • Hello! This is the first time I've ever used this program, but I have had experience with other visual tools (the Fusion series, Game Maker, etc) which have helped in my understanding of many of the concepts used in Construct.

    What you see above is an attempt at creating a purely event-based movement engine with acceleration. The issue with it is that if you fiddle with the buttons while colliding with a wall, the moving object clips through a wall and moves to the other side. This only seems to happen when the player is holding right and pressing left at the same time. I have not had this happen with the left side.

    I assume it has something to do with how I'm adding the acceleration, but I'm not sure. Help would be great!

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Smedis2

Member since 10 Dec, 2015

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