lamar's Forum Posts

  • Here is what I come up with and maybe it will work for you:

    CAPX

    https://www.dropbox.com/s/milu0mi6ovsmd1b/Pinata.capx?dl=0

  • Did you get your pinata working?

  • Hey there! ^_^

    Basically i am currently designing an inventory system and i would like to ask - what is the best way to do it without causing lags? Ie not hiding it on an invisible layer or something, since having 100 items+, always invis on a laywer may cause delay.

    So what is the best way if not using a new layout for it?

    Any1 knows or got any examples?

    Using the invisible layer would only cause a short lag when the game loads and should not lag after running.

    For that many items an array system would be a massive headache and those are the only two ways I know to do it. I use a hidden layer for an inventory of about 250 items and it causes a short lag when loading but I just use a message telling the user to wait while I am creating monsters and objects lol!

  • Resetting didn't do it, unfortunately. I'm out of ideas. I've tried re-scaling what i can. I even created another background behind the already excisting background. Perhaps it's google chrome doing it?

    That is a possibility and I have had problems with WebGL crashing. Try it it in another browser.

    You might also play with the view settings.

  • Both the layout and the background sprites are 1920 x 1080. I've tried re-scaling the background, but to no use.

    White bar on the right side sounds like layout.

    You might try resetting the canvas size and see if that fixes it?

  • Is that your layout showing through?

    Is your window smaller than your layout?

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  • Sorry, I suppose I should have been more specific

    I have a 'selector' that you thumb through with the arrow keys (it iterates through a number of animations). I want to make a distinct one that appears over the character (I'm making kind of a character customization thing) that sets its animation based on the animation of the selector.

    ergo, the two items need to have the same animations. Here's the problem - there are *hundreds* of animations in the selector currently. So, I'm wondering if there's a way to take all of those animations, and then just copy them over to the new sprite.

    Easiest way I can think of is to save your game or whatever as a project file and then open your new sprite and right click on animations import files and open the animations file from your project and select all the animations you want for the new sprite.

  • You mean you want to use touch controls for your game?

    Do you need a pad sprite with touch controls or just a tutorial on how to use touch commands?

  • lamar

    Yea I think this is what is happening.

    I did set a "deadzone" of radius 6 so the laser does not fire until you are this far from the centre maybe I need to increase it.

    Actually just checked out your game on the arcade and it doesn't seem to suffer this issue even when finger is close to the ship. Although it is hard to properly tell.

    On my game if you are touching on the turret it will fire backwards which is why I made the turret a little bigger so people would use a larger touch circle and that may be what you need.

  • It’s a nice attempt. Looking awesome.

    Thanks- I am working on several skill games right now for the arcade and tournaments. I have Ricochet that I will be adding:

    https://www.scirra.com/arcade/tutorial-games/ricochet-tile-buster-free-capx-15362

  • Thanks

    lamar

    I have both sticks working, left for moving and right for aiming.

    Its just that aiming one is jumping between angles of around 10 deg due (I think) to the low resolution of touch sensors over the small touch stick area. All it is doing is calculating a distance and an angle from central position using touch xy coordinates and feeding to the gun angle.

    I could use rotate towards angle to make the movement smoother but this doesn't solve the issue of the restricted angles.

    Maybe Im being thick and there is something Ive missed or maybe a bug has crept in as I was copying from one project to another.

    I'll have a look at your tutorial/capx tonight. (at work presently) and get back to you. Ill try to chuck up a capx tonight myself if can get home early enough.

    cheers.

    Just thinking out loud but the closer your touch to the center of the stick the more gap between angles which is why I asked if you needed the stick.

    I am thinking you could set a touch sensor circle out from the stick that would increase angles covered but I would have to try it and see.

  • Do you need the stick?

    Here is my 360 shooter with CAPX:

    https://www.scirra.com/tutorials/9438/make-your-own-spinning-turret-shooting-game-includes-capx

  • Not sure I am following you but are you using On Every Tick to scroll to the player?

    Every Tick: Scroll to Player

  • Keep in mind that random gives a range not including the last number selected so if you want a random number between 1 and 10 it would be random(1,11)

    If you need that to be an integer whole number use int(random(1,11)) and if you just want the decimals left off use floor(random(1,11)).

  • Pot a blank sprite where you want the Boss to be triggered and when your player collides with that sprite set the Boss in motion.

    On Boss Destroyed set Door to Animation Open.