DogeDev's Recent Forum Activity

  • Ay bois, and this time, i'm trying to make a copy of my object be visible, while the original one be invisible, i don't know if it's possible or not, or, if i can do it in another way without creating objects.

    So, i have a sprite called Bar1 and it's the health bar of my enemies. So, my objective is to: When the bullet collides with the enemy, his bar ( not other enemies bars ) shows up. It's the same object Bar1 being visible, while other objects Bar1 be invisible. I tried using container and family ( idk if i used then wrong ), but, i couldn't do what i'm trying.

    If you know how to do it tell me pls!

  • Ay bois, so, this time i'm trying to make an dynamic automatic reloading system without bugs, but, sadly it went wrong.

    The image link below display the code that i'm using, and, in the code, obviously it will glitch when reaches 5 Remaining Ammo, so, i want to make a fix to it, like when: 5 / 6, if the players reload, will be 6 / 5 and, if the player gets 0 / 5 then reload, will glitch the ammo.

    Image: imgur.com/a/3J8CJ6R

    I tried to think a solution about this but i can't, so, please, if you know how to help, say!!

  • Change your formula for the following:

    lerp(Self.Width, min(610 * (PlayerExp/ExpNeeded), 610), dt * 2)

    *Edit: fixed the correct formula

    Thanks bro! That worked perfectly!!!

  • Ay bois, this time, i'm making an game that you can level up, yay. But, i don't know, how to make my exp bar scales with the Xp.

    I already maked an advanced xp bar that will lerp with the amount of the xp. But, the width of the Xp bar is 610, and, i need it to scale to the Xp. Like, if the xp needed to level up is 47500, they will scale it to when the player has the 47500 of Xp, the bar width will be his maximum, that is 610.

    I'm using this code to do the lerp, and, i tried changing some values but i don't know how to scale this thing, if you know how to scale it, please tell me!

    Code: imgur.com/a/05cllg6

  • I think you can just compare the two as variables and change the animation of the enemy accordingly, with the animation being the one with the appropriate color.

    That is what i tried but didn't worked.

  • I'm happy that worked!

  • I am making a strategy where your units start to attack enemy, when they collide with him. But this trigger is called every tick. Instead of taking one health point, takes 6.

    Sorry for my English.

    Hey bro, check this image, you can try it to see if it works.

    Link: imgur.com/a/7THGwnw

  • k I can move it to that forum. Changing order of event doesnt do anything. Already tried it.

    Sorry, so i can't help much in C3, good luck on getting help in the other forum!

  • And another tip, if you're using C3, you need to post it on Construct 3 session How do I, and, not in C2 session.

  • sent to your email

    I didn't make a lot of changes because i don't have an C3 License, but, i think you problem is on event order. Yes, the order of the event can changes everything. So, i added some comments and you can try then to see if it works.

    Link .c3p: dropbox.com/s/zn30uz7k9p3oxgi/MiniMarbleMaze.c3p

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  • Remove the every 0.0001 as mentioned. Also a condition on the 'medium' one, player is greater than enemy seems wrong because it overrides all 'easy' so remove that.

    But, i can't remove that because i need then to compare like that i said in this post. I don't know how to make an decent detector, and, the code of this one is bad. I need it to detect if the player is stronger, or if is a bit weaker to make then to go in the medium animation.

  • Is there any way you can remove that plugin CB Hash? I'm using Construct 3.

    The link of the .capx: dropbox.com/s/in6l8kwpzvguq50/Cube%20Up%21.capx

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DogeDev

Member since 15 Mar, 2017

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