Ahr Ech's Forum Posts

  • Thanks all!

    No public demo yet, I'm afraid.

  • TELLES0808 I still exist, I promise.

  • Without seeing your capx I can't say why my solution isn't working, but here's a clean example if it's still worth your while. It's real simple, just pay attention to the projectile object's settings and take a look at the event that sets the angle of motion. There shouldn't be any need to pin your sprite to another object. https://www.dropbox.com/s/aeq5cyp0mv6nb ... .capx?dl=1

  • I tried but the object no longer moves towards the moving target I set with the option set angle towards position. It's like setting off the angle option conflicts with the action set-angle-towards-position.

    Oh right, you'll have to use the bullet's Set Angle of Motion instead.

    Since you can't use the specific Set angle Towards Position action, you can just use this when setting the angle of motion.

    angle(x1, y1, x2, y2)[/code:3gkek9zq].
    Replace the first set of X and Y with your bullet's position and the second set with your target's position.
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Turn off "set angle" in the bullet behavior properties and it should be fine.

    Normally that just makes bullet objects automatically point in the direction of their natural angle of motion, but having Rotate on there forces it to turn at a fixed rate while the bullet keeps moving forward at the constantly changing angle. So it's still rotating around its origin, but it's steering in a circle.

  • Here's a playable web build of my pseudo 3D thing if anyone is interested in seeing it in person: https://riv-hester.itch.io/glimmerhead? ... zhsbgRaqhA

    spongehammer Just one layer. For the walls I've got a stack of tilemaps having their position offset in a direction relative to the layer rotation. Everything else is sprites being z sorted.

    Ares7 Not that I know of, but I'd like to get around to writing one at some point. There seems to be enough interest on twitter alone.

    This blog post does explain the basic concept pretty well though even if it's for Game Maker: http://www.like100bears.com/writing/2d- ... ker-studio

  • purplemonkey I probably will use this for something small once I wrap Pepper Grinder, yeah.

    And wow, that approach looks awesome! The sense of depth is really effective.

    tunepunk Performance is perfect so far, no dips or anything. I haven't thrown much at it yet, though.

  • Been experimenting more with faking a 3D look. No third party plugins, just vanilla C2.

  • This could be done with the Paster plugin once it gets ported to C3. Until then you'll have to use sprites to begin with instead of particles if you want the kind of static permanence you describe.

  • Bugs aside, I'm mostly liking C3 so far but the flat design makes things a lot harder for me to read. Support for custom skins or just a C2 style would be cake.

    And an option to disable traditional math symbols appearing when not editing a field would be great. Looking at something and not seeing exactly what I typed is just confusing sometimes and only slows me down.

    All my other UI issues come from the browser, so I won't list them since they'll be addressed by the .exe version.

  • Tinimations Beautiful as always, man.

  • That's definitely already a thing. What made you think it wouldn't be?

  • mudmask

    Niiiiice, awesome work!

  • Thanks guys!

    Folding some old concepts into one concept, with procedurally generated exploration and terrain (SOME of it's even destructible).

    This looks promising! Is that room-based generation like Spelunky, or...?

  • Oh no, I've been neglecting this thread again! Here's some more Pepper Grinder stuff.