MindBeams's Forum Posts

  • After playing around with breakpoints in debug mode, I see that the ballonscreen variable is not always accurate. I will keep looking to see why.

  • I can confirm that the snake moves at a constant speed using a layer with 100% parallax and multiplying the Move To by delta time.

    Although I'm still not sure of how I would implement the Simulate Control action, given that the player character also has that. I'll look into the documentation to see if there's something I'm missing there.

    Regardless, thank you very much for your help!

    EDIT:

    Quick answer to my own question:

    Simulate Control works when you do the following:

    1. Uncheck "default controls" in the object's platform behavior properties.

    2. Make sure the object has not been set in the event sheet to ignore user input.

    I may have to fiddle with custom controls to make it as good-looking as Move To, but it does work!

  • To add some more details:

    I don't think it's the case that the snakes moving faster or slower are just an illusion caused by the screen panning. In my case, the snake takes less time to move across an area when the screen moves with it than when the camera is standing still.

  • Putting them on a layer with zero parallax does not seem to have worked. Additionally, if I move them with Simulate Movement, won't that mean I can't control the player independently of them?

    Here is a link to my project; the relevant layout and event sheet are labeled "InGame2".

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  • If an object is moving one way, moving the player such that the camera pans in the opposite direction makes the object move faster. Likewise, if the camera pans in the same direction as its movement, it speeds up.

    Is there a way to prevent this, and to make it move at a constant speed regardless of the camera?

  • The documentation suggests that reordering sprites in the Z Order bar should affect the order in which they appear on the screen. However, moving them in the bar does not seem to be permanent, as they snap back to their initial order the moment I click away, even if I click the same thing again.

    For example, I click on the layout to make the bar show all instances. A tree sprite is currently in front of the player, so I drag the player up. Clicking the layout again just makes the player sprite go right back to where it was before.

    Even bringing a sprite to the front with the "move to top of layer" action doesn't seem to move the sprite to the front at all.

    Perhaps I am misunderstanding how the Z Order concept works.

    In case it's necessary, the project can be found here.

    Tagged:

  • To correct myself: I think I understand.

    The arrow keys are placed onscreen initially, and I've set the UI layer to not scroll away. This was to keep the arrow keys visible at the same place no matter where in the game you are.

    With the "Snake detected!" message also being on that layer and having its initial placement too far offscreen to see, you can't walk over to it to see; just like the arrow keys, it always retains its position relative to the viewport since I've turned off paralax. So in essence, it was working as intended, but I didn't realize that the layer was forcing it to always stay out of range of the viewport.

    Many thanks, lionz! I don't know if I would have figured this out on my own!

  • Move it to the ingame layer and increase the range, 20 is too low and doesn't stretch past the player object. Make it something more reasonable in front of the player to detect the snake.

    That seems to have done it! I must admit I don't quite understand why being on the UI layer renders the text action invisible but not the arrow key buttons, but I can look into that.

    Thank you very much for your help!

    And thanks to you as well, oosyrag, for your contribution earlier.

  • It's because the text is not in the position you think it is, you've put it on the UI paralax layer so it is always off screen, move it to the Game layer.

    I'm afraid moving it to the InGame layer is also not fixing the issue.

  • The action is not triggered regardless of how big the range is. For example, 2,000 and 20,000 also don't work.

  • Find the project file here. This question regards the "InGame" layer and event sheet.

    I am attempting to use the player sprite's Line of Sight behavior to trigger an action. In this case, just for testing, it should make the text "Snake detected!" appear on the screen:

    However, this action is not triggering. This is a snapshot of the behavior's settings:

    And here is a snapshot of the relevant event on the event sheet:

    I have attempted the following to see if anything would help, but nothing has worked:

    • Making sure the origin point of the snake sprite is in the middle for all of its animation frames.
    • Making sure the snake and the player are on the same layer within the layout.
    • Switching between "solids" and "custom" within the Line of Sight settings, just in case that made a difference.

    No matter what settings I change, the action does not trigger.

    I would appreciate any help on this matter!

    Tagged: