oosyrag's Forum Posts

  • Set bullet angle of motion to angle(bullet.x,bullet.y,player.x,player.y).

    The bullet will move towards the player, and if you have the set angle property disabled, they will not orient towards the angle of motion.

  • Then

    System: For Each SymbolsP1

    If BoxP.id = 1 > Set SymbolsP1 animation frame

    If BoxP.id = 2 > Set SymbolsP1 animation frame

    If BoxP.id = 3 > Set SymbolsP1 animation frame

    ect

    If they are in a container, the associated boxp will be picked automatically, after picking each symbolsp1 individually in for each.

  • If they're in a container, just use for each symbolsp1, set animation frame to box.id, where boxpid should be the animation frame you want.

  • Use the bullet behavior and turn off the set angle property.

  • I always advise against using gestures - they are inconsistent and can be laggy.

    Try using 'on touched object' instead and see if you still have issues.

  • Hash

    The string after the hash at the end of the URL, including the hash. For example, if the current URL is example.com/index.html#hashpart, this returns #hashpart.

    System On start of layout,

    System Compare two values browser.hash = "#settings"

    ->Go to layout settings

  • What? No, load the entire animation into memory before playing it.

    Also I forgot load from url is an asynchronous action, so it won't work in a loop. Use an incrementing variable instead, and the on load successful trigger condition to add 1 to the variable and load the next frame.

  • Repeat sprite.animationframecount times

    -> Sprite - Load image from URL "imagename"&loopindex&".filetype"

    Where the frame number is appended to the image/animation name eg. sprite0.png, sprite1.png, sprite2.png, and so on.

  • You can make a feature request.

    In the meantime, the currently available way to do this is to break out your source animation into individual files per frame, and loop through to load each frame into your animation via load from url.

  • Last I checked Vampire Survivors doesn't prevent overlapping/collisions, and it doesn't use physics libraries either. It "decollides" sprites at intervals. There are many ways to go about it, but a very simple way you can do similar is by checking overlap and using a separate bullet behavior for decollisions in addition to the constant bullet movement towards the player. You can observe this in Vampire survivors after death, to see the movement behavior when a lot of sprites get stacked up.

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  • Link is broken

  • Honestly I didn't feel like it was a bad review at all, despite the headline. You might be able to address it in the comments section while it's still fresh? Or maybe say you're working on making some changes based on feedback... even if it might not happen in the end

  • Do not use wait in loops (preferably do not use wait ever).

    Loops complete in their entirety within a tick, or effectively instantaneously. For anything that needs to be done over time, use the timer behavior.

    I found it very helpful to learn to use trigger conditions for everything that happens at certain time.

    If you must use a wait, use "Wait loopindex seconds", and put it before the action.

  • Congrats! Hope it's going well!