parwitch's Forum Posts

  • 10 posts
  • Nevermind. I found out the issue. I was looking at the wrong thing. The real problem is the claw that I attached for blue crab was also a solid object. So the blue crab trying to avoid the collision of solid object but the claw keep pinning to his arm. So it run away again and agin until it reach the top of the screen.

    It kind of funny. I may use it as a gimmick in another game.

  • I create a game similar to Galaga where enemy fall from above. On construt2, I made them Solid, used Sine wave movement and enable 8-direction behaviour in order to make them not overlapping with other solid object. The actual movement is force bullet movement down to the ground and going left-right from Sine wave behaviour which work just fine.

    Yesterday, I imported to Construct3. The game still working fine as in Construct2. So I continued my development. I cloned that enemy and changed color and HP to make a variation. But it act different even all setting are the same as the original.

    The enemy that I imported from Construct2 still fall down in Sine wave form and avoid overlapping other solid object but the one that I created in Construct3 fly up into the sky very fast even I set bullet movement and sine wave to force it to zigzag down to the ground. If I disable 8 direction behaviour, it will perform as the original from Construct2 but the new one will overlap with other solid object eventhough this one is solid enabled.

    I think my set up may not be the correct why of doing this. So is there any other method to do this or the way to fix this?

    Below are my set up for these two objects. Both of them have the same setup, so I capture screen for only one of them.

    here is how I spawn them.

    And lastly, here is how are both of them behave.

  • The only thing I can think of is my turret is not stay still. When the player touches, it turns. When the player releases, it fires and then turns back to its original position. It may happen that the the middle of shooting sequences, the turret also rotate back at the same time and change the angle a couple degree or even less. So the reference angle change continuously. But considering the fire speed and rotate speed, it should not be so noticeable like this. And it should not affect at all, it is similar to a moving/jumping character shooting scatter bullets.

  • Have you tried setting them all initially to disabled and then enabling them seperately ? It may be another problem, I just tried out putting a sprite in the middle of the screen and spawning bullets in different directions simultaneously (e.g. your code without the Wait 0 seconds) and it seems to work fine.

    No, not working. Here is what happen without wait command.

    Or do you mean I should write 5 function of each bullet and call them separately?

  • I try to make bullet in my game scatter by duplicating them and set different angle for them. The problem is...

    If I set them without using wait command, all bullet will overlapped and go to the same angle. (Look like there is only 1 bullet)

    If I use wait command, all bullet scatter in a curve except the last one. It come a bit late. I tried to swap the sequence and it seem to be only the last bullet in the queue that come late.

    How can I make them launch at the same time making a nice curve?

  • I am creating a top-down shoot-em-up game where the player is stationary turrets. Enemy come from the top of the screen at random speed (sine movement). I created some obstacle like stones, bunkers so enemy will not be an easy target. the location of obstacle will be changed at random every 5-10 minutes. However enemies ignore all obstacle. They overlap everything.

    I have to set every thing to solid and give every enemy the 8-way movement, but this cause the problem. Only 1 high speed enemy, 1 big heavy enemy and 1 bunker, the system is noticeably slow down. (I am planing to have around 8-10 enemies on the screen at a time.) Moreover, the movement when colliding is wired. Sometime they move down around the object, sometime they circle through the back try to reach the apex of sin wave, but they never stop at the collision and converse the course.

    So I am not sure that this method is correct or not. Should I use physic or pathfinding instead?

  • This is my first game on Construct2. I made it in FullHD (don't know why) so the file is quite big even it has only 1 major screen.

    https://play.google.com/store/apps/deta ... ojectagent

  • That works perfectly. Thank you very much.

  • I am trying to make a log panel with no scroll bar and be able to scroll the text up or down via custom made buttons. Now I can hide the scroll bar but how can I scroll this textbox with my custom made buttons/control?

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  • I created a sprite as a button and I added some actions to manipulate variables when the button is pressed (for example adding). However, it seem that it did not add just 1 time. It keep adding 1 over and over until I release the button.

    Is there anyway to make sure that in a single click/press/touch, the variable will be manipulated only 1 time no matter how long it is?

  • 10 posts