EncryptedCow's Forum Posts

  • Adding Scroll to behavior to a sprite should follow it in any direction it moves.

  • Do you want an individual clock for each level or the same clock run for all the levels?

  • If someone were to go to a freelance artist and order this many images it would run them a few thousand dollars. 200$ for 5500+ images is a steal.

  • I would do something like this:

    • Every Tick
    • If Ball.Y > AIPaddle.Y
    • > Set AIPaddle.Y to AIPaddle.Y +2
    • Every Tick
    • If Ball.Y < AIPaddle.Y
    • > Set AIPaddle.Y to AIPaddle.Y -2

    The first one would cause the AIPaddle to move up if the ball is above it, the socond part would do the opposite.

    For different difficulties, you can change how far it moves for different speeds.

  • It isnt available in Canadian App Store ;(

  • Are they in .ogg format?

  • Thanks for figuring that out for me! Maybe I should try to be more observant, I have never noticed the trigger once condition.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Tobye

    I have the player carrying a lantern and when the "Shadow" enters the light of the lantern, it fades in to visibility, when the shadow is not in the light it fades out.

  • Use a combination of flipping/mirroring/rotating to make sure it goes the correct way.

  • I can get it to either fade out fine when not near but when it gets near it doesn't fade in, or get it to fade in fine when near but not fade out when the player moves away. Unfortunately I can't get both, still experimenting though!

  • Okay I'm starting to get somewhere, however if I use Is Not Overlapping, then it keeps repeating the fade out when not near the player. Whereas I need it to fade out and then stay invisible until it gets near the player again.

  • I just tried this out and I have one problem, since On Collision is a trigger it cannot be inverted.I have On Collision with the object it needs to fade into visibility, but once the player walks away it stays visible.

  • Thanks a lot! I don't have a computer available to use until tonorrow but reading through this it seems very logical. I was unaware you could have 2 fade behaviours so I was tryin to do it with 1 begavior that had a fade out and fade in time.

  • So you mean you want to know when the image stops moving in the game, not when the images animation is completed?

  • I have an enemy with fade behavior and fade in/out both at 1 second. What I need to happen is the enemy starts out invisible, and when it is in the area of the player, it needs to fade into visibility. And then when it leaves the area of the player I want it to fade out. Not quite sure how to do this.