jobel's Recent Forum Activity

  • seems like some cool stuff there... hope you can continue it in C2... I assume none of it applies to C2? I never used CC.

  • is the collision box the same for each frame of the animation?

  • is this a comment about this website?

  • in order for it to become random movements you need to track the current movement so you can then modify it with Random(x,x).

    Or you can randomly make changes...here's something off the top of my head:

    Not sure how many enemies are on the screen at a time but you could use a 'regular' Timer that fires every 1 or 2 seconds. OnTimer Event(when elapsed time has finished)->Call up a random number between 1 and 20, if the number is 5,6,7 then change enemy's direction/speed/shooting etc.. (use Pick random instance to select a random enemy.)

  • rheece

    also you want to use a one-off timer.. or Type=Once... the <Duration> is the time until OnTimer triggers... and that will fire once and not again until StartTimer is called again..

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  • I would like to request an Advanced Questions Forum Thread... it maybe that people already know a good way to get advanced user's help, but if so I'm unaware of it.

    I have noticed the "How Do I..." thread has become saturated with beginner questions despite the new Beginner Questions sub thread. And since using C2 for a while now, my questions are more advanced and rarely do I ever get any responses. I think my questions may be more difficult and are not getting seen by people who might know the answer. Most of the time I usually figure it out on my own, but only after bludgeoning through it. And while I have no qualms about doing that, I think having a give and take with other advanced C2 users is way more beneficial. As a programmer, I'd always have other programmers review my code when I was learning, and when I got more advanced I'd open discussions about the way I would approach a particular problem. I think this back and forth is a great way to learn from your peers and ultimately achieve more.

    In addition, the number of topics and posts in the "How Do I.." thread outstrips probably all the other threads combined. So it would make sense to have at least a few different categories of Help.

    I love the idea of a Beginner Questions thread. I think the "How Do I.." can be a "catch all" incase a user has no idea if it's an Advanced question or not. And for the 'Advanced' thread. I'm not sure if "Advanced How Do I..." is not the right name. Maybe "Advanced Questions" or "Advanced Help".. or "Second Set of Eyes"... cause sometimes you go down a path, and it's nice to get a second set of eyes that might see a better or more efficient way to do the same thing!

    just my .02 cents

    thanks...

  • There's a few ways you can do it.. it's not that simple.

    I'd set up some sort of invisible grid that underneath each puzzle tile. Number the grid so you can figure out which pieces are eligible for moving since the empty space will be different each time. Then you need to figure out which direction the piece has to move. Once you have all that then you need to move the piece --if you don't know how to do that I would suggest creating a test project just to figure out how to move a sprite from point A to point B - use Set Position or Bullet Behavior - you just need to figure out how/where to stop the sprite (again an invisible grid would work great here).

  • Give your player sprite the Timer Behavior. You can restart or stop (cancel) the timer whenever you want. And there is a OnTimerFinished event that you can trigger so you know the timer finished without interruption.

  • it's hard to tell without viewing the capx..

    but you can check your origin and image points on the Sprite that is being animated.

  • need more info... what behaviors is your player object using?

    bullet behavior has a DistanceTraveled expression...

    are you using physics?

    you can also use the Distance expression: distance(x1, y1, x2, y2) Calculate distance between to points

  • Yes Set Angle in the bullet behavior should be set to off. The only downside is there is no way in code (that I know) to turn that back on. So if you ever want your bullet behavior to go in a different direction (and it has a front/back) you will need to set both: Bullet.SetAngle and Bullet.SetAngleofMotion

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jobel

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