NN81's Forum Posts

  • Alright np, could've deduced that with the capx anyway, which would've been the next step!

    thank you

  • im sorry nevermind the problem is the BIG boss sprite, nothing to see with bullet ^^

  • Check in debug mode on the left to see if hundreds of things are spawning every tick and possibly not being destroyed. If the image for the bullet is huge and being spammed it can also cause performance issues. If you can't see anything then you can share capx for easy debug.

    When the boss shoot, objects go to 94 then duly destroy and return to 93, the object is only a 16x16 pixel frame...

  • Just make use of random or choose, If you set angle to choose(0,90,180,270) every X seconds then it will fire in one of 4 random directions. You can do this with speed, setting it randomly as often as you like. If it's preset patterns you can do this with functions, randomly call a function which leads to firing a certain sequence of bullets. A spiral pattern would be something like every tick fire a bullet and set angle to angle+1.

    thank you very much, i have tried with only one object and works fine, but after 20/30 seconds of gameplay, I noticed a sharp decline in performance, it started to slow down to almost block everything.

    did I do something wrong? Or what can it depend on?

  • hello folks,

    I am working on the final boss of a game, I should plan its attack, which is to shoot a dozen objects at random angle and speed, which if they collide with the Player, will hurt it.

    How do you recommend me setting the programming?

    I've found that collisions with Particles are not possible ...

  • Ah I think I know what it is, or a logical guess, It's probably constantly restarting the fade, did you set trigger once for the variable? I'm guessing that's what it is because a keyboard press is a trigger (once, it works) and the variable condition by default is not.

    Very good, thank you very much, that was the problem, now everything works, thank you again.

  • Here the fade is happening before the end of layout. Variables should work though, like when Var=1 restart the fade.

    thanks for quick reply, Ok, let's stay the "end of layout" trigger and watch the events in the image, here i set a variable as trigger, which is sure because the transition to layout1 happens but WITHOUT fade/effect. So what's the problem? Because if I put the trigger on the "x" button pressed, the events all work fine but if I use the variable does not work the fade but only the one-second pause with the layout pass?

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  • Hi, I'm experiencing this problem in trying to reproduce a layout fade transiction, I noticed that if I use "End of layout" or a "variableX" as trigger of this block of events, the fading does not work. Otherwise, if I use as a trigger, a button pressed or a collision with another object then works correctly.

    What does the problem depend on? Am I wrong or are some triggers incompatible with fade behavior? Maybe a bug?

  • The tv filter seems cute, as does the prototype graphic style. When you release the demo I will play it gladly.

  • thanks guys

  • well then i'd suggest you simply modify that area a little bit or place a couple of invisible sprites such as little squares or circles in the trouble areas for a simple/quick solution.

    I thank you for the advice, yes, that's exactly what I am doing, but I was hoping for some trick to do what I was asking. I also noticed that when the Player Takes Speed does not hang while it stops in proximity and then starts again and finds the slight difference in height instead. So it might be something related to some kind of intrinsic physics of the platform behavior..

  • That's not the point. I already use the invisible collision box but playing a very irregular ground is normal that some points are slightly uphill, I think the Player blocks too easily at these points, for example the Blender Game Engine has an option that allows me to Setting how many pixels I want to jump over to the Player, I wondered if that was possible on Construct.

  • Hello everyone. Is there a way or option for a player sprite whit platform behavior to overtake a few pixels difference in level ? i have a solid sprites, not perfectly aligned, as ground And when I walk in those points, the character stops..

    I would like to be able to continue walking if the altitude difference is not so much.

    Thank you in advance for who responds

  • tryng use instance variables on some of them.

    for example if you wish 3of them stopping, giving at this 3 one instance variable, set it to a value, when you want to stop change the value then call the command if instance variable is X then stop.

  • thanks, i think tiled mapping when it's possible it's the best choice for this issue!