LittleStain's Forum Posts

  • Something like this?

  • Isn't 8 direction behaviour almost the same?

    With some tweaking you could get exactly the same movement.

    There are even some examples on the camera between stages if you search the forum..

    Here's one of the movement topics:

    just put zelda in the search and tons of stuff comes up

  • I think most blogs and tutorials already explain the basics:

    • try to avoid every tick events if triggered events will do the trick.
    • try to reduce the collision-checks
    • try to limit the amount of objects on the screen to prevent overdraw and not use precious memory
    • use groups and (de)activate them when needed..
    • use functions instead of repeating (almost) identical events
  • I haven't opened your capx, but it seems to me you should first pick all instances that conform to the condition and after that pick a random one..

  • I gave you two ways..

    • use the pinned sprite with the scrollto behaviour
    • use the system scrollto action

    Which of these once did you do before and was visibly worse?

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  • Instead of setting the scrollto behaviour on the player either set it on a sprite pinned to the player located above the player or use the system scrollto action and set it to player.x, player.y-200 (or whatever offset you'd like)

  • Usually effects like that are achieved with paralax in the layer properties, but because in this example the layers aren't moving I guess you'll have to do it with something like a very slow speed bullet-behaviour, just like the background and foreground are moving..

  • It will actually only have impact on the download-size.

    While playing all images will be put into memory unpacked, so a 64x64px image will take up 64x64x4 bytes no matter what format you have saved it in.

  • Those are the x and the y coordinate.

    x = viewportleft(x)+0.5*(viewportright(x)-viewportleft(x))

    y = viewporttop(x)+0.5*(viewportbottom(x)-viewporttop(x))

  • The fact is that it is staying in the same place at the moment..

    Just like the ground that is moving left through bullet behaviour, you should make the object move left..

    Your explanation is rather confusing though, the player should feel like it's running past it, but not run past it, is a bit of a contradiction, so if you could explain better what you mean by that it would be great..

  • A tap gesture is a quick tap, so I guess if you change that to on object touched it should work better..

    or on any touch start - touch is touching object..

  • You are almost always working in a browser, for these are html5 games and to make them .exe's (or apk etcetera) a wrapper is used which is actually a kind of browser..

  • What template did you edit?

    Do you want this to be a multiplayer game through network or two players at the same computer?

    Both players will move if you haven't changed the controls to custom, I guess..

    I have no Idea what the aimspot family is and what it's supposed to do, so futher information or a link to your capx would be appreciated..

  • I'd just use a group in which the elements are created and or spawned at the right positions and activate deactivate that group..

    All elements would be within that group so clearity won't be lost..

    That way the positions of your elements wouldn't have to be calculated every tick, for they would only exist when needed..

  • And to make it even more complicated

    if you want exactly the center of the screen/window/viewport of the app, use viewportleft(x)+0.5*(viewportright(x)-viewportleft(x)) and viewporttop(x)+0.5*(viewportbottom(x)-viewporttop(x)) where x is the layer you'd like to spawn your object..

    If you are using fullscreenmodes this is probably the only way you'll get the right position..