anty21ro's Forum Posts

  • Tinimations Great art and effects, looks awesome !

  • Yes, that seems to be the problem. In this case I will remove the enemy air from the "MetalObjects" family and apply the effects to the "Enemys" family; I will give it an instance variable of health and than it should work ...

  • Hi. I am having some issues with the interaction between the player bullet ("Player_Rifle_Bullet") and the enemy ("Enemy_Air_Test").

    When the bullet hits the enemy it should substract 50 from its health but it doesn't. I noticed that if I remove the enemy from the "MetalObjects" family than it work fine, but I need it in that family for some effects to take place.

    Screenshot

  • You can use the "DistanceTraveled" of the bullet. Set the angle of it then compare values.

    System > Compare two values: First value: Sprite.Bullet.DistanceTravelled

    Comparison: Greater or equel

    Second: 300

  • You are right, but if I want to add more things to my game this can turn to be more complicated. And why do we have to make groups and add lots of events and actions when we could do this in a single line? This plugins should make our life easier, let's complete them and they will bring us only benefits.

  • Here's an example of an platformer that I am working on:

    The player has different weapons that can select. I've made a global variable called "Available Weapons" (type: number) and assigned different actions from 0 to 6, because I want the player as he progress in the game to have the other weapons unlocked. In this game the player can teleport, and when he does that he is invisible for 2 seconds. In this interval of time I want to disable the mouse and keyboard so he can't shoot while is invisible. So to do that , I have to create a function with sub events for each number of the "Available Weapons" global variable with checks ... With a "Enable/Disable Mouse/Keyboard" action this would be a lot easier.

    https://www.dropbox.com/s/9nq15ra64yj97 ... t.jpg?dl=0

  • Why the Mouse and the Keyboard plugins have no "activate" and "deactivate" controls, or something like this ... ?

    For example , if I want to add an action that looks like this: "Set Keyboard Deactivated" ... or "Set Mouse Deactivated/Activated".

    Ashley This is a must in C2, and will save a lot of work in certain conditions.

  • Here you go, I hope is what you need.

    https://www.dropbox.com/s/9kpr4x8q871hv ... .capx?dl=0

  • You can try this:

    "Player" on collision with "powerUp" --> "BulletSprite" set frame to "1"

    I just tried it and it doesn't work ...

  • You can try this:

    "Player" on collision with "mushroom" --> Player Set platform vector Y to -1000

  • Hey imothep85, the image looks great. I am curious if you have any demo of the game yet ...

  • Thanks for the examples alextro

  • fm4fanAT

    Ok, I will try that. Thanks for the link but as I said, I don't want to make use of the physics behavior.

    Jomnitech

    You were right, I forgot to set the acceleration to 0, now it looks better.

    Unfortunately I don't have a gamepad so I can't control the player. Your game looks great, I like the graphics.

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  • Hi, I've managed to make my character to spawn bullet cases but I want them to bounce realistic when touching the floor without having to use the physics behavior. What I mean is when the bullet case touches the floor, it bounces up 2 or 3 times and then remains still on the floor. Does anyone have an idea on how to make this happen ?

    Here is a link with what I achieved so far:

    https://www.dropbox.com/s/gw31o30zmeznb ... .capx?dl=0

  • Can someone create an outer "stroke" effect ? Something like this:

    https://www.dropbox.com/s/uff0nevcl4oot ... t.jpg?dl=0

    With options like: pixel size ( or smoothness), wave distance/size, wave distance randomness, etc.

    I think this will be useful when creating the art environment with boxes.