brunopalermo's Forum Posts

  • You are repeating the loop infinitely, since you added no other condition. If you want the loop to happen once every 1 second, the loop MUST be nested under the Every 1 seconds event. In this case the variable will increase 10 every 1 second.

  • I believe the Wait won't work from inside the For loop like you just did.

    Try one of these approaches...

    [attachment=1:1u0ceqdv][/attachment:1u0ceqdv]

    [attachment=0:1u0ceqdv][/attachment:1u0ceqdv]

  • The paths in this kind of game are usually simple (basically straights and well defined turns), you could have Image Points for each pipe to guide the water. Since (I'm guessing) this is a linear structure you would just move the water drops from one Image Point to the next in progression.

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  • nickdtsag Then, do yourself a favor and use your solution together with dt or else it won't be framerate independent...

  • There's a reason for that. Read the thread xoros mentioned and you'll understand why.

  • You should use lerp as mentioned...

    lerp(currentY, targetY, %distanceToMove)

    For example:

    Every tick >> Set Y to lerp(AirplaneRender.Y, Mouse.Y, 0.1)

    If you want it to move faster, increase the third value, otherwise, decrease it.

  • Yes they are. What exactly are you trying to do?

  • I'd list all weapons in an array (weaponList), together with their current power (I'm guessing 1-3 is the power for each weapon, right?) so I could add as many weapons as I needed later. Also, I'd use a variable (selectedWeapon) to store which weapon is currently selected.

    So I could use the following code to switch:

    On <key> pressed >> Set selectedWeapon to (selectedWeapon + 1) % weaponList.Width

    When shooting, I'd just check selectedWeapon and the power of that weapon in weaponsList, and create the blasts accordingly.

  • As codah mentioned, paralax = 0,0.

    Did this in your own example and it worked fine...

    See below:

    [attachment=0:2iaqqnta][/attachment:2iaqqnta]

    By the way, I'd suggest you add a Bound to Layout OR Wrap behavior to your player...

  • Not sure what you're looking for, but have you noticed that the Touch object has both X and Y and AbsoluteX and AbsoluteY? Maybes that's what you need...

  • You can fin lots of copyright free songs online, but, as IndieKiwi mentioned, the free license does not allow commercial use.

    Check this page for detailed description of all licenses:

    https://www.scirra.com/tutorials/57/how ... enses-work

    Anyway, I think you should consider buying a Personal License... US$ 129.99 is not THAT much. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Even people in the Third World like me can afford that. :p

  • If BG movement is not dt related it won't be affected by timescale changes.

    Regarding the character change in pose, you must pause your controls when you pause the game. I suggest putting them all in a group and deactivating the group when game is paused.

    Both topics and many more are explained in this tutorial by ASHLEY.

    https://www.scirra.com/tutorials/67/del ... dependence

    You definitely should read it! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You could make it collide with the grass...

  • Sine Behavior of the Angle type...