Borghi's Forum Posts

  • greatttttt <img src="smileys/smiley10.gif" border="0" align="middle" />

  • I can't find the way to decrease speed on collision. I only can "set" the speed I want. I guess an expression is needed to compare the actual speed of the sprite and multiply it by 0.5 or something. But I don't know how that's formed... <img src="smileys/smiley26.gif" border="0" align="middle" />

  • it worked with the bullet behavior (it wasn't a bullet! It was a bullet SHELL), but it worked perfectly :D

    I made it bounce of solids and it gives a nice effect. But is it possible to decrease the bounce so every time it bounces it does it a little less like real life physics? or is it too complex?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • What i want to achieve is a bullet shell coming out of your gun when you shoot. I would do this by making the sprite having a random velocity and direction on it's creation and having some basic gravity so it falls to the floor.

    Which is the best way to do this? I applied the phisycs behavior but it's too complex for my understanding. Making it plataform and avoiding the collision with the floor?

    Is there a way to add it some simple gravity behavior and velocity?

  • Are you putting choose("muzzle1","muzzle2","muzzle3") or just ("muzzle1","muzzle2","muzzle3")? <img src="smileys/smiley17.gif" border="0" align="middle" />

    HA!!! that was it. Sorry. It works now. thanks!

    Also, the "choose" thing is much simpler and direct than all the stuff in that tutorial...

  • well, I put in in the box where you must write the name of the anim like this "muzzle1", in set animation.

    but if I write ("muzzle1","muzzle2","muzzle3") there, it says the coma is a syntax error.

  • I see.

    I was avoiding that cause it's a pain to create a variable only to choose a random anim which is something I'll do a lot. should be simpler. But it's ok.

  • the only thing that didn't bring a syntax error was this exact expression:

    ("muzzle1,muzzle2,muzzle3")

    (I'm using 3 animations now)

    but it doesn't do anything. it always plays the default animation.

  • You can also use choose("muzzle1", "muzzle2")

    This one sounds more interesting. But throws a syntax error saying that the coma can't go there.

  • when my char shoots there's some muzzle flash.

    the flash is an sprite that's created with "create object" and destroyed once the anim is over.

    I have 2 animations for the muzzle and I want the sprite to choose randomly between those 2. let's call them "muzzle1" and "muzzle2".

    I made a global variable that randomly chooses 0 or 1 at everypick, but that makes the muzzle change all the time in the same sprite.

    What I want it to do is choose one of the 2 anims but only when it's created and stick to that anim until it's over.

  • thanks a lot! :D

  • Hello!

    I want to create an object in a sprite's imagepoint. How is that formed into an expression using the create an object event?

    the X position should be something like ["spritename","imagepoint 1"]

  • great!

  • I have this, for example:

    -if right arrow is down

    -and up arrow is down

    -then play the "aiming diagonally/up" animation.

    and everything is ok. But that only works with the character not mirrored. To make it work the other way aswell I must duplicate the whole event and replace "right" for "left".

    I guess there's other way to do this using less space, like this:

    -if (right arrow) OR (left arrow) are down

    -and up arrow is down

    -then play the "aiming diagonally/up" animation.

    How do I do this? I've found the "make OR grup", but it applies to the whole event, and that doesn't work cause I have other conditions that must be always active. I mean, it would also put "OR up arrow is down", and the up arrow thing must be always active.

  • I don't know how to apply it as a constant or that. I'll investigate.

    I plan to do some zooming at some moment (which I still didn't check how is done), so, if this doesn't interfere with the zoom process then it's fine.