Pixel perfick's Forum Posts

  • This is already implemented is it not?...right clicking over image point window will let you copy image points across all frames and/or all animations...and duplicating a frame duplicates image points and respective positions.

  • It's very "juicy"...launch speed feels a bit unfairly quick though...overall very good.

  • You need to use "on collision" , as this only triggers once...

  • The only ways I could think of at the moment,would be to hold the y position of the objects while the pass is happening...

    or maybe on collision have both objects spawn dummy objects,destroy the originals...the dummies could pass each other,then once passed have the dummy objects recreate the originals.

    or maybe have the sprites switch x positions on impact and cover the "switch" with an animated sprite showing the "fake pass".

  • Well,solids are just that..."solid" and they cannot pass each other.

    you can disable the solid behavior when they collide,and once passed re enable....

  • I suppose the first question is do your enemies really need to be solid?....

  • Great work,reading back from the first post,Dungeon buster is evolving nicely.

    can't wait to sample Adventurer Mike's Fine Grain Revealing Salts!

    <img src="smileys/smiley36.gif" border="0" align="middle" />

  • 61-64 FPS here....

  • looks like a graphics card issue as the previous posters have said....anyone else thinking it does look kinda cool though??... <img src="smileys/smiley1.gif" border="0" align="middle" />

  • bit confused why 8 direction would help...

    I would be guessing a large performance hit on that though...it could be that 8 direction does not plot between pixels...so,if you tried pixel rounding that may sort it without 8 direction....????..<scratches head>

  • Yes,if your objects do not have destroy on startup behaviour....they will be in the position they are in on the editor....as far as construct knows you may want them there....if they are bound to layout they will be thrown into your active layout during runtime...sounds like your image point may be the problem though....

    keep me posted...

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  • How do!...long time gamer,hoping to craft some retro magic into the HTML5 pot...using Construct 2's fine ingredients...

  • Sounds like your between a rock and a hard place...<groan>

    Not sure why that is...few things to cover...are the rocks destroyed on start of layout to ensure that only the sprites you have created are on the layout?...have you checked your image points are central?....are you using pixel rounding?....what behaviours do you have on the rocks...

  • This game puts the "Hell"...in bullet hell....Its a little like watching the tumble dryer while having your thumbs screwed...and my head is tilted to one side as i type this....very difficult,,but I did persist....and do have that "just one more go" feeling..

  • Unsure if your using a sprite for your beam,but Use a tiled background for your lazer..when it fires have the width increase...on contact with wall..set width to current width and set your contact point sprite there

    To fire at 180 degrees use minus values for your tiled background width...that will basically mirror it.....not tried this but should work.