hopr37's Forum Posts

  • I have pathfinding for a particular sprite.

    I'm using it to get a "slide in/slide out" effect from behind an object.

    I can get it to slide left and then right no problem.

    What I can't do is to get it to stop correctly after it slides back to the right.

    what I'm trying to do is get it to go left,wait then go right and stop and then after a trigger, do it again.

    It will not do it after it does it one time.

    I have multiple issues:

    It acts like it wants to keep moving. It doesn't really "end"

    I'm using to invisible objects as pathfinding points so it is suppose to go left to the first point, wait a few seconds and then go left to the other invisible pathfinding point. The sprite is just to the right of the second invisible object.

    I've tried different pathfinding commands but the only one that works is disable.

    2.

    It seems to want to go past the invisible objects a little bit instead of just stopping at them.

    I've tried placing the origin points at different locations on the invisible objects but it still does it.

    I've tried setting up another invisible object and setting collision to it but that doesn't work either.

    I have used the forward command to have the sprite go to the first pathfinding point then choose forward to move it back to it's original spot. This works but it does not give me the sliding back effect.

    Here is a small graphic if it helps

    db.tt/aZZw5nuW

  • disreguard. figured it out. Had rotate enabled

  • I can get pathfinding to work..sort of

    I have a sprite and it does go along the desired path. However, it flips upside down and then follows the path.

    I've tried to set the image point to a different location but it still flips upside down before going on path

  • Please?

  • got it. found my other thread asking the same qustion.

    platform and vector..

    sorry for the double post

  • yea but that doesn't give me a sliding effect..does it?

  • looking for an example of a sprite that can slide into view from behind either another sprite or an invisible object and then slide back out of view.

  • Got it to work. Sort of

    had to recreate the "areashrink" and place it over the "areanormal" so that if a random sprite was over the areashrink object, the set scale function would shrink it in half

    Not a perfect solution but it's workable.

    I would still like to be able to only have to use 1 invisible object tho

  • sorry CVP. Should have said that I have gotten it to work. My bad. Thanks for the interest tho.

  • ok

    I've eliminated the 'areashrink" objects.

    I didn't really need them since I can randomly spawn all my sprites to just the "areanormal" object.

    That should make things easier ( for me)

    So now what I want to do is resize a few of the "areanormal" objects to a smaller size and still have any of the sprites randomly appear on one of them but IF one of the sprites does land on one of the smaller objects then shrink the sprite to be the same size as the smaller object.

    Does that make sense?

    All any sprites can be randomly generated to different "areanormal" object locations ( I have about 6 of them). Some are bigger than others.

    Depending on the size of the "areanormal" object, the sprite will expand or shrink to be the same size.

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  • sorry TheDoctor.

    but it needs to happen while it's been called to the "areashrink" object.

    That doesn't do anything.

    and I need to to effect all sprites so that if a certain sprite is in the "areanormal" location then it is normal size and if the same sprite goes is in the "areashrink" location it shrinks to the size of "areashrink"

    something like if /then

    if sprite is in "areanormal" then sprite = normal size

    if sprite is in "areashrink" then sprite = shrink to "areashrink" size.

    I'll figure it out. I know it's possible just don't have the right expressions.

  • Thanks for replying

    by invisible squares. ( "areanormal" and "areashrink".

    Not sure how to do this properly.

    I have set scale manually but I am trying to have the program do it automatically.

    So basically I have something like this:

    " pick a random "areanormal"

    create object on layer 0 at (areanormal.x, areanormal.y)

    This works as intended.

    However, I wish to have it also do this:

    " pick a random "areashrink"

    create object on layer 0 at (areashrink.x, areasshrink.y)

    BUT ALSO DO THIS

    if the object is located at "areashrink", have the object scale down to be the same size as areashrink

    I can set size of the object like this: set size to (shrinkarea.x, shrinkarea.y)

    but it actually enlarges the image...strange

    update: added shrinkarea.x/2, shrinarea.y/2 and that seems to "kind of" work. However that works on only 1 sprite.

    Do I have to add the same condition to all the sprites?

    Maybe add a variable?

    update2:

    I have multiple "shrinkareas"

    On one of them, the sprite scales correctly when on top of the shrinkarea but on the other it warps the dimensions of the sprite

  • I have some sprites that are created at normal size at random locations. ( we'll call these locations "areanormal"

    That works perfect.

    However, I have created a few new locations that have a smaller diameter ( we'll call these locations "areashrink". I would like to have the same sprites to also randomly appear at these other locations but have them shrink to the size of the locations.

    Included a little graphic to show what I mean.

    db.tt/T5Zy3pPa

  • I did that . and used every tick. But the gun flips around and doesn't stay positioned.

    I tried anchor but that didn't help.

    It's the right idea but I'm getting something wrong.

    I need to keep the gun positioned at a fixed point and when I move the pointer, the gun follows the pointer but stays at a fixed location.

    I've moved my image point but still no go.

  • didn't work