Nimtrix's Forum Posts

  • If you turn off the "Set angle" property, you can set the "Bullet angle of motion" in the events without the sprite changing angle, does that solve your problem?

  • Beautiful art & music! I just watched the intro like four times. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • zsangerous:

    Thank you for your suggestions, I think the tutorials you mentioned are great, but I won't be doing anything like that in the near future.

    I'm looking to start out with some short and simple tutorials right now, so if you're not interested in that, I guess you're not in my target audience. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I don't see any glitches in Chrome, but the speed does sometimes look a bit strange in Firefox. Maybe try the bullet behaviour?

  • Create a variable "PauseVar" that you set to 1 when it's paused, and add a check for "PauseVar = 0" on your key events. (Except the pause key)

  • Potato:

    Looks fine to me both in Chrome and FF, I have an nvidia card and WinXP on this machine.

  • I was planning on making some video tutorials, but I'm not quite sure where to start. Does anyone have any requests or suggestions?

    Thought I'd start out with some very basic stuff, so all the non-english speakers would have a place to start, as an alternative to text tutorials written in english.

    Then maybe some intermediate tutorials later on, whatever I have time for.

  • Hmm, try removing the "Platform is moving" event above the keypress events, so that you only have Left or Right arrow is down. You can add another condition "Is jumping" and invert it, if that's what you were trying to avoid.

    Edit: If that's not it, try disabling the "On moved" event.

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  • Tested, happens to me too with any of the fullscreen/scaling options. I also created a new project just to see if there was something wrong with your .capx, but still the same.

    Edit: Same version of Chrome and C2 by the way.

  • Do you mean like this?

    With family: ResolvedOrder.capx (r97)

    No family: ResolvedOrder_NoFamilies (r97)

  • Great work Lucid! Can't wait for the next update. (Not to mention full release)

  • Here's what I meant, hope it helps:

    BulletSpawnTimer_Updated.capx (r97)

  • Yep, it's because I've given you the wrong order in the distance expression.

    It's supposed to be: distance(Fish.X, Fish.Y, Fish.OriginX, Fish.OriginY)

    The for each/pick all I added earlier is unecessary, but you'll need a loop above the distance checks, like 7Soul said. I've updated the .capx in my previous post. Sorry, I'm a bit tired xD

  • When you click the recast button, this is where you need the "For each" loop, or a "Pick all fish" condition.

    Edited .capx: Nimble_Fishproblem.capx (r97)

  • Okay, just make a "maxDestroy" variable in the enemies, set that to whatever you want the destroy time to be. Then when the bullet is spawned, set the bullet's "destroy" to the enemy's "maxDestroy".