LittleStain's Forum Posts

  • Is the 8 direction thumbstick example i placed in This topic what you were originally aiming for?

  • In the events you use the alpha beta and gamma values just subtract the difference. so instead of if alpha>20 it would become if alpha-difference>20

    so just replace each alpha with (alpha-difference)

    This is just theoretical, for I've never tried it myself.

  • I guess it would be something like, on timer, pick ball instance at top of table, move to ball, throw in random direction, set timer to random time..

    But it all depends on how intelligent you want your ai.

    you could choose to pick nearest instead of random, increase the moving speed of the enemy, shorten the timer, etcetera..

  • I think saving the variables to webstorage would be your best bet.

  • You could set a global variable for alpha beta and gamma difference on button pushed or any other event and subtract that difference from the alpha beta and gamma values every tick from that moment on..

  • I was already planning one question ahead. Changing this event to one that spawns different objects with different probabilities is pretty easy.

    There's often no such thing as better, just preferences and I like the choose option for it's adaptibility..

  • ball on collision with player: set bullet speed - bullet.speed+10

    Give the blocks a ChooseSpawn variable

    ball on collission with block - block set variable ChooseSpawn - choose(0,0,0,1)

    • block compare variable Choosspawn = 1 - block spawn
    • - block destroy

    this way there is a 25% chance the block will spawn. To spawn different items you could use more numbers than 0 and 1 and spawn accordingly

  • would setting for each walker as topevent above the every x seconds and removing it in the subevents work?

  • There seems to be something wrong with my Skype-account..

    I'll remove it from my signature untill I figure out what..

    I don't know much about spriter, so I can't say if using it to this extent could cause issues.

  • You'd probably need two comparisons per direction:

    system compare two values: touch.x < touchstartx

    system compare two values: abs(touchstartx-touch.x)<abs(touchstarty-touch.y)

    would mean swipe left.

  • Make variables for touchstartx and touchstarty and check them against touch.x an touch.y to see the general direction of the movement is.

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  • Couldn't you use the debugger to check what is happening?

    It can show exactly what is taking the most processor time.

  • AllanR,

    I have only tested on desktop and Android, for I haven't got apple-products. It should work, though. I'll look into what the issue could be, probably something different with touch ID.

  • After reading part of the tutorial it became clear you use 8 direction behaviour to move your sprite. adding objects with the solid behaviour will be the solution.

  • What are you using for movement? Construct has many movement behaviours.

    Depending on your setup untill now it could be the answer differs.