LittleStain's Forum Posts

  • The platform behaviour has got this action:

    -platform set angle of gravity.

  • Would this formula help to calculate your output based on your input?

    (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min

  • I'm not saying that, I'm just saying that what you aim to do is relatively easy in Construct2.

    You are using construct classic, of which I have no knowledge, so I don't know if it has the same settings.

    Your question sounds like you'd like to make part of your program in classic and part in construct2, but I guess you understand that's not possible, so I must be misunderstanding it.

  • why not make it less high? no issue there, it's tiled background.

    By the way, this tiled background could be easily divided up into much smaller pieces so it would be even less strain on the graphics side of the game.

  • You could just crop the transparent area of the sprite if the origins are at the right place..

    That way you won't have unnessecary transparancy at the sides.

  • I upgraded the original tumblebox file, because it wouldn't rotate the image on the box properly, so hre is a link to the new example, the new capx and the original capx:

    Upgraded TumbleBox

    Upgraded.capx

    original.capx

  • Make score a global variable and don't reset your variables on layout change.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I found this one interesting enough to try and create:

    Try here

  • One way to do it would be by spawning an object at it's bottom corner, the right corner when moving right and the left corner when moving left. Pin your 32x32 block to it and rotate the spawned object 180 degrees.

  • Also you probably shouldn't deactivate the group has no target, for there are still enemies that don't have target, right?

  • No, that's not it, That's an event without any actions attached, so essentially useless for it doesn't do anything.

    Right click on the x<charavters.x and add another condition enemy boolean has target and do the same for the x>characters.x

    That should help with having only having the enemies with target set to true follow the player.

  • But in this case I think adding a for each family condition to the two target detection events would work.

    Oh, on second thought, adding a condition to the has target events is necessary. Add a condition has target to those two events and the above mentioned for each shouldn't be necessary..

    The has target events now affect all family members when the group is activated.

  • You can still reference your objects by their own name even though they are in a family.

    So you could have events that are the same for all family members and events that are just for enemy 1, or enemy2, or enemy3 sprites.

  • I can't open your capx, for it uses a third party plugin, but I understand what you mean.

    There are multiple ways to do this, but here's an easy one (It's not the best solution, but it will work).

    Create a global variable called TopSpeed

    Set it to the original bullet behaviour.

    System compare two values : bullet.speed < TopSpeed

    • add 1 to bullet speed.

    You should do that for each of your objects having bullet behaviour

    Then add the event to change the variable TopSpeed to a higher number when collecting a boost.

  • This blogpost has information on wasting precious memory with graphics.

    And this topic has some nice info about reducing image impact on performance.