justifun's Forum Posts

  • Check out my post here:

    scirra.com/forum/easy-object-toward-cursor_topic62801.html

    Instead of moving towards the mouse cursor though, you want to change the part in the .capx example, and replace mouse.x with player.x

    and mouse.y with player.y -200 (the -200 will keep the helicopter always flying above the player instead of moving directly to its location)

    then you can play with the movement speed to determine how fast the helicopter moves.

  • change the property setting of "default controls" to NO on your sprite

    then use the following actions to move your character with whatever keys you want

    on key down "w"

    -> simulation 8 dir control "up"

    etc

  • I'd like to try it out too

    mccannf

  • If the player ISNT in the center of the screen, here's another way of doing it.

    create 4 events

    mouseAbsolute.X > player. X

    AND

    mouseAbsolute Y > player.Y

    -> set animation player to "north"

    MouseAbsoute.X < player.Y

    AND

    mouseAbsolute.Y < player.Y

    set animation player to "south"

    etc etc

    Make a event check all 4 locations based on the players postion, top left, top right, bottom left, bottom right.

    then change the animation based on that.

    only 1 will be true at any given time.

  • Wakey

    One non mathematical way of doing it, is to create 4 triangle sprites. One representing North South East West (imagine creating a giant X over the middle of the screen)

    Then use

    On mouse over "North" set animation to "player north" etc

    then make the triangles invisible so you can't see them.

    Here's an awesome sketch

    imgur.com/h1mb2mU

    This assumes your player is always in the center of the screen though.

  • one way would be to create a variable for each gun

    then when the player switches to a particular weapon, you have a section that says

    currentgun = "machineGun"

    -> every 1 second add +1 to "machineGunTime"

    then check which one is the biggest at the end of the game.

    There's a fancier way with arrays, but this is the easiest way to visually understand what's going on.

  • To further elaborate on what vee41 was saying.

    Basically you would create one sprite representing the game board.

    You could vary up the look of the piece, by using a different frame of animation for a different "look" to the piece if it has a variety of types lets say.

    Then you would give it one variable called "visited"

    When you create multiple instances of the board square, each one will then have its own "visited" variable that will keep track of itself

    then you would simply code something like this.

    player is overlapping object "board piece"

    -> set "visited" to 1

    or however your game works.

    then late you could check if its visited by doing.

    (board piece) visited = 1

    -> do this

  • I'd recommend simply making a 3 or 4 frame animation using the noise function within any art program, and then add it as a regular sprite animation.

  • The Iconoclasts was made with Construct 1

    youtube.com/watch

  • Well said Ashley !

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  • Spine reached one of its stretch goals and now it can support generic java script, so construct 2 will be able to support it as soon as they implement it!

    kickstarter.com/projects/esotericsoftware/spine/posts/402599

  • check out this plugin

    scirra.com/forum/plugin-video_topic46310.html

  • By having them one after another you are doing just that,

    its creating on on the left, then one on the right.

    to make your events a bit cleaner you could change it to

    create object on layer 1 at -100, random(0, windowHeight)

    and

    create object on layer 1 at windowWidth +100, random(0, windowHeight)

    this way if you change your game resolution you won't have to go update it later.

  • If you make the body and head part of a container then you can easily do what you want to do without pinning.

    select the body and click "create" in the container section of the properties on the left

    then click "add object" and pick the head.

    create the enemies by spawning the bodies, and the heads will automatically generate as well

    then use something like bullet on collision with head, destroy head.

    it will only destroy that particular head.

  • Put the origin of the tractor beam on one end of the sprite. then pin it to the player object, then set the angle towards the target and set the width every tick to the distance between the 2.

    also, make the tractor beam sprite a tiled background texture so that the texture doesn't stretch as well.