oosyrag's Forum Posts

  • https://www.dropbox.com/s/r2lgciwcvi6hi ... .capx?dl=0

    Issue 1 - The added condition to the direction will let it run only if it is above, below, left, or right of the center of your boundary box.

    I'm not sure I understand what you are going for your function, but remember, ELSE will only run if the event directly before it on the same level did NOT run.

    It should work as all events do - The function will go through each event until it finds conditions that match, then it will run those actions in that event.

  • It could be useful to know the shape of your sprite(s) and tilemap(s) to think of a way to work this.

  • Does your frame rate ever drop below 10fps? I think that will result in a discrepancy, although I'm not sure. Maybe someone else can confirm?

  • Do your counter variable and time match?

    Seems like a workaround would just be to set your variable to wallclocktime every tick if that's what you are looking for.

    I've also had scenarios where time falls behind wall clock when I run a very heavy loop - time can freeze but wall clock keeps going. I don't know how much other stuff you have going on in your project though.

  • Time

    • Can be modified by timescale
    • Stops when window is unfocused/hidden
    • May start slightly later than wallclock

    Using dt to increment a variable should work well.

    Otherwise, you can use time and wallclocktime directly as expressions directly as well.

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  • If you're using bullet, you should be able to set the angle of motion to 180. Turn off set angle in the bullet behavior properties.

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  • Depending on your situation, a solution would be to not move the viewport/window at all, but move everything else on the layout relative to the player instead.

  • OK sound good. I was worried if I had images for example at 1024 and they all got bumped up to 2048 in memory, it would be a pretty significant waste of resources.

  • Have you tried following this tutorial?

    https://www.scirra.com/tutorials/5005/m ... ing-lights

  • I recall reading somewhere a long time ago regarding a 1px transparent pixel border that construct adds for images, but I don't seem to be able to find it anymore.

    The reason I am asking was because I forgot the implications... for example should I be importing bitmaps at 512x512, or 510x510?

    Or maybe did it have something to do with resized images or seamless tiling or 9patch? I can't remember!

    I know I was having some issues with 9patch using exact pixels with solid colors and not leaving space around the edges, or similar when I make a solid color sprite square and down size it in the image editor, the edges pixels get changed to semi transparent. Are these related?

  • When you use ProjectileObject On Collided with EnemyObject, only the objects involved with the collision are "picked". Then you can use expressions and instance variables in your action - Subtract ProjectileObject.DamageInstanceVariable from EnemyObject.HealthInstanceVariable.

  • You can use a counter variable. This can let you keep track of how long your key has been down for.

    Then use that counter as a condition for an event.

    This is the quick way, but the problem is the random(15,30) will give you a new random number every tick, so basically you will never get to 30. If you want, you can use another variable to store the target time once, and have the condition compare the two variables to run your spawn action instead.

  • Or, if you did want to use a behavior, bullet should be suitable. There is a property you can set for the bullet behavior "Set Angle". If you change that to "No", then the object will not turn while moving.