Ragevortex's Forum Posts

  • NOTE : if you need it to be faster you need to adjust the speed and the wait time as well.

    • I updated the file in the link now you can see the effect of the time and the wait time on the animation so theoretically you can speed it up by multiplying base speed by the number you wish it to be faster by (like 2 for twice as fast 3 for 3 times as fast ...) and change the Waittime calculation by the opposite.. .say divide by 2 for half wait time or 3 for 1/3 wait time. That will make it a bit more flexible w/o needing for you to guess how fast it will go and try and match the speed.
  • I'm using your image as reference.. let me see if this works for you.

    Check this to see if its near what you're looking for.

  • Hmmm I'll bite... I'm joining and checking it out. Looks cool enough.

  • jobel looks great... for the residue you can make a simple sprite and have it do something like - on destroy (or any other thing) -create -leftoversprite and that sprite if it has a really fast fade out behaviour should look like leftover dust vanishing into nothing.

    Note: you do need to contol the ammount of sprites being created though.

  • Nice solution andreyin I was going to suggest something similar. jobel Yeah that looks preety cool and its a simple solution... you can just animate 2 or 3 frames with "noise" and you'll get an even better effect.

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  • Usually I would make a function to deal with "repeatable situations" so that I can call it when needed. also I would keep the speed I want my objects to go at in a variable so that I can apply the value on the spot... I'll take a look at your new capx and see what I can make out of it. path finding and bullet behavior are useful in may ways .. "heat seeking missiles" directed attacks... interface dynamics. It just depends on what you want to achieve. I've come to the conclusion on many cases that Cnstruct 2 is flexible enough to do most anything with a little effort and a little help from the community. There's plugins that are very useful out there too... like the Move to behavior and some others.

  • I modified your capx.

    So I basically commented out the "bulit speed 0 ... you dont need it"

    on collision I disable the pathfinding, re-enable the bulit and add speed back to 200 like the speed you have in your pathfinding.

    The idea is you can have a bulit find its path to the target and bounce off normally... I hope it helps you out.

    Here's the new modified capx

  • wow dude I forgot I had this behaviour installed... it saved me all the code(events) I was making to do what I can do in two lines. Awesome mon.

  • Glad to be of service. Hope your game is ending up awesome.

  • as ramones said you can destroy the sprites at the beginning of the laoyout. I usually add a "destroy outside of layut behaviour" to keep it simple on my end. Or on start of layout I destroy everything I'll be spawning or creating later.

    Also you can use the "On created" event of a sprite to check if its on collision with another similar sprite then you could re-locate it to some coordenates for example.

    Lets say all your sprites are abbout 32px x 32px if one ends up touching another I would move the one you just created 42px somewhere else (42 because 'Im adding 10px separation just in case) you could use the current x and y coordinates and pick either one to add the 42px to move it somewhere else it shouldn't be too hard.

  • Try employing a spawner object and moving that around the screen. I had an example for another question made Here. It has a simple "Enemy spawner" example. See if that helps you a bit. You could have more than one if you's like or modify the time it takes to spawn an enemy. It's not what you have in your game I'm certain, however, the spawner should still be helpfull I've been using it in many of the games I'm making.

  • Yeah this is just a sample project to just test out the basics. I am glad it helped you a bit though.

  • Just made you small example of what you can do with it. The rest is up to your imagination.

    You can change the sine movement and what it affects in the events.

    [updte] - I modified the version so that the enemy stops on hitting the ground to address your other question on solid objects.

  • I had a similar issue on one of my games. i did an event oncreated and combined it player is mirrored (or not mirrored) to switch between the direction of my bulits. and it will only affect the bulit that is created on that moment. I hope that helps you a bit.

  • Usually i use a "player object" that is hidden from view that is the actual character and just follow that. This way you can alternate "characters" by attaching them to the player with the pin behaviour (like a sticker) that will give you more flexibility. Just destroy or hide the "guy without the crawbar" and "create guy with crowbar" on x/y coordenates of the "player object". At least that's how i would do that in your case. I hope it helps.