eli0s's Forum Posts

  • Yes, it's the latest beta (167.2). Sorry, I forgot to mention it.

    I don't know if you can have more than one versions installed at once, I have never tried it. My guess is that if you use a different directory you won't have any problems. Maybe untick the "create desktop shortcut" option if you already use one, just to be sure that nothing gets overwritten.

    Although, so far the beta looks stable.

  • Thank you! Very useful!

  • So, in essence you would like to spawn an other sprite and change the animation on the current sprite (the enemy) ?

    Download the example capx again, I have updated it to reflect the above requirements.

    And yes, it's the latest beta, sorry, I should have had clarified it

  • You will either use a different sound file that was made to meet your needs, or the low pass filter effect in the advanced audio category.

    See this capx and tell me if this is the effect you what to achieve.

    http://www.eli0s.com/Tests/SwimmingWithTheFishes.capx

  • Each time the player triggers a collision (the circle around the player) with an enemy, only that enemy's instance should be affected. I don't understand why all of the enemy instances are being triggered.

    Look at this capx and tell me if this is what you want to achieve: http://www.eli0s.com/Tests/ScaredEnemies.capx

    I am using a Boolean Variable on the enemies to check if they have being collided or not and when the Boolean is true, they change their animation and position.

  • eli0s thanks a lot that fixed it. I don't know if you can answer this but is there a way to check if the picking up 5 hearts event has already run once, so on the next 5 hearts that get picked up I can add 1 more to the health and set a new animation? At first I had it set up to hearts = 5 then +1 health and set frame animation, then hearts = 10 then +1 health and set frame animation, but since I am now resetting the hearts variable after 5 are picked up I don't know how to check if the event has already happened so the next time I pick up 5 hearts I can add health and change animation frame.

    You only have to link the Health variable to the animation frame. Whenever the value goes up, the frame number will correspond also.

    Re-download the example capx, I have updated it to reflect the linked frames.

  • Perhaps a Y position comparison for each object in combination with the "Move to Front/Behind" action will solve your problem.

    See this example capx. It demonstrates a different issue (how can an enemy first come in line with the player and then start to move towards him/her) but it also follows the "Move to Front/Behind" principle (although somewhat limited in power).

    http://www.eli0s.com/Tests/DoubleDragon.capx

  • If I understand correctly, every time the player gathers 5 hearts you want to add 1 value of health to the total amount of health...(?)

    The problem is that once you've gathered the 5th heart the =5 stays true for every tick, thus adding health continuously. That's why when you gather the 6th heart the problem goes away.

    You need to reset the heart count after you add the +1 to the total health, so that the =5 condition doesn't hold true.

    See this example capx -> http://www.eli0s.com/Tests/HeartCount.capx

  • Glad I could help.

    If not many objects have them, I don't think so.

    If you need many objects to share the same effect, I believe it's best to put them on a dedicated layer and add the effect to that layer. The same thing applies to families.

    You can always use the debugger to check the cpu usage with or without an effect.

  • Use webGL effects like Pulse or Warp. Alternatively you can stack some wavy sprites with the sine behavior and make a puppet-theater like water.

    Example capx (version 167.2) http://www.eli0s.com/Tests/Waves.capx

  • What do you mean with the word "transition"?

    -Transition between layouts? As within the context of a video editor?

    -Transition from one color to an other?

    -From one point to an other (translation.position)?

    You have to be more specific.

    The examples is a capx file which is working just fine. Download it, open it with Construct 2 (version >167) and run the layout to see some practical usage from the aforementioned methods. In this capx you can see different ways to do some of the above. The logic is sound, you can basically make any "transition" using these methods, especially by using the "every tick -> change some value by an amount * deltaTime (dt)" way, which, in most cases, is the more versatile and powerful of all.

    Anyhow, best of luck to your research.

  • I am not sure if I understand what you mean. You need to animate a property (like opacity) over time?

    There are many ways to do that. You can use the Sine Behavior, the Fade Behavior or the custom made Lite Tween / Ease Tween (you can find them on the C2 Plugins and Behaviors List (https://www.scirra.com/forum/c2-plugins-and-behaviors-list_t65170). You can always use the self.opacity +(something) * dt expression which gives you more control, especially if combined with variables that check if a condition is met.

    Some examples: http://www.eli0s.com/Tests/AnimatedValues.capx

    I've tried to use some of the stuff that I mention above (not the custom behaviors) to show you how you can change a sprite's and a layer's position and/or rotation and/or opacity values over time.

  • Strange...I can't replicate this behavior that you describe. Is there by any chance a multiple monitor setup in your rig and when you are checking/unchecking the corresponding boxes, the panels appear on an turned off monitor..?

    Have you tried uninstalling-reinstalling Construct?

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  • One simple and low in resources method will be to use pre-blurred sprites in relation to their speed. See the following example:

    http://www.eli0s.com/Tests/BulletBlur.capx

    An other thing that comes to mind is to somehow link the horizontal velocity to the effect Horizontal Blur and the vertical velocity to the Vertical Blur. But this is dependent with the method that you use to move the bullet (bullet behavior, physics impulse, every tick move x self.X+(something)*dt)... In every case you'll have to figure a solid way to do the linking and it will surely be more taxing to the cpu, calculating the effect for every sprite and all...

    But maybe there is a simpler and more efficient way out there that I don't know of