Borgi's Forum Posts

  • I think you should create the two new obect, before you destroy the old one. In this way you can set up their angle depending on the old object.

    Something like:

    -objetctA is killed

    • > create objectB

    -> set objectB.angle = objectA.angle + random

    • > create objectC

    -> set objectC.angle = objectA.angle + random

    -> Destroy objectA

  • +1

    I am curious too!

    All I could do to copy the tilemap and change the iamge of it and put it under the original and I switched the visibility of the original to achive soemthing like that. But this solution is unconfortable, bad, ugly and I am sure doing these on all of my layouts are wasting a lot of resource.

  • Send a link in PM, if you can not let me know I will send you my email in PM

  • When this condition is true:

    Bullet -> On ovelapping with Enemy

    There might be two enemies overlapping with it, and you hurt both of the in the actions.

    You should pick one of those enemies, for example, add the following condition to the overlapping one:

    Pick Top Enemy (It is in the Z order)

    and now only the one will hirt which is on the top.

    There are other picking tools also -> Pick nearest, Pick nth

  • I really liked the paralax backgroud too, especially with the clouds.

    The motion blur effect on the spaceship is also great!

    I liked how you do not shoot when there are no enemies on the screen, gives a bit more standard shmup feeling.

    Good job!

  • You can have different animations for different directions and use the "Set animation action"

    Or if you just want to use the same animation, you can use the "Set flipped" or "Set morriroed" or "Set angle" actions

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  • I am sure you can not do it here _as_ simply like in Unity.

    You have to build up your whole game world in isometric "view".

    You can set up the grid system to help you.

    Or build up the level from for example xml file and place the obect where they should be in the isometric "view".

    https://www.scirra.com/tutorials/1169/b ... projection

    http://clintbellanger.net/articles/isometric_math/

  • Can you please resend it as a capx (File -> Save as single file) some files are missing, and I can not open it

  • IN CASE NOTHING ELSE WORKS:

    Or an awful solution could be if you use the "name" property of the browser object and -> if firefox -> reposition texts.

    It even hurt writing this all down

  • I am sure text obejct might not be rendered pixel perfectly on different browsers. Can't you use spritefonts?

  • Creating obejct every second or so should not make your game lagg. I made bullets spawning a lot faster than that with 2 animations without any lagg.

    Do you have any oncreate with foreach? Are you sure that you are just spawning exactly one obejct?

    Can you share your capx so we can have a look?

  • This should work for you:

    and please use PickedCount = 1, not 1 = Pickedcount, I realized that looks pretty ugly

  • I have complete 0 knowledge about audio visualizing, so take that account in my reply <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/manual/109/audio

    You might use some of these:

    AnalyserFreqBinAt(Tag, Index, Bin)

    AnalyserFreqBinCount(Tag, Index)

    AnalyserPeakLevel(Tag, Index)

    AnalyserRMSLevel(Tag, Index)

  • The overlapping with offset condition may be true for more than one Lshape, that's why more of them getting destroyed. You should pick the one LshapeinBg which is the closes to Lshare. There is a "Pick nearest/furthest" in system.

    How did you changed the angle of LshapeinBG? If you set it precisely ->set it to a number and you dont rotate them in the layout editor, it should work.

    And I think as the way you did this, you do not need the "for each" loop.

    Can you share capx?

    keep up the good work