raster's Forum Posts

  • A little bit of an update for StarHZRD:

    https://youtu.be/qyZwEd4Y_a8

  • Bandicam has a free version if you're not adverse to watermarks. Other than that, high quality with many different codecs to compile your video to, including mp4.

  • Hmm. even changing them to reference one another and remove multiplication (as you suggested) they still spawn with an of >1500. :/

    And no, the waypoints are stationary.

    EDIT: Allright, seems we've sorted it. I changed the spawn point of the head to viewportright and viewportbottom instead of windowwidth and windowheight. I then had to change the speed of the segment to 254 as it referenced and unknown Spine_Head. Phew. Here's an image of the revised events. Thank you SO much for your help! It helped tremendously!

    and in action:

    https://youtu.be/A-w__06YnwA

  • A closer look at one of the events in 78. I understand that the way the text loops around may cause you to easily miss the multiplication normally. But you can see here that each iteration of segment increases the distance on the x that is multiplied by 1.

    The first is at +64. the second at +64*2, the third at +64*3, etc...

    I'll try what you suggested though.

    EDIT: After checking the debugger I see that they ARE spawning but WAY off to the right. I'm wondering if it's ignoring the order of operations and instead performing the addition before the multiplication. Thereby adding the head.x +64 THEN multiplying the resulting number instead of just multiplying the 64 and THEN adding that to head.x.

  • so it ignores the multiplications? The first is at x +64. The second at +64*2, etc...

    I've updated the waypoint change as you suggested. I completely agree.

  • lol Sorry, I just noticed that 80 wasn't opened in the shot. Yes, the destruction events are in there. Here are the contents:

    They should be destroyed when a certain distance off of the left of the screen is reached.

    Each segment should be spawned at the same y as the head with a 64 pixel (that's the segment_space variable) gap between origins on the x axis. I wondering if they are being spawned and just aren't headed on screen due to something going on with bullet instructions. I'll check the debugger for spawned events, thanks for the heads up.

  • Hey everyone! I have a set of events that create a Head object and Segments that follow way points. The interesting thing is that they fire perfectly when the Head is hand placed on the layout, but any time I try to create it using the system action it simply refuses to create the segments. It's starting to get very frustrating.

    Here is all of the code for the Spine enemy:

    And a video of the issue. As you can see, the first Head instance is hand placed on the layout and runs as intended. Every instance after that is created by System>Every 15 second> Create the head (which in turn is supposed to create the segments, etc.)

    https://youtu.be/pDV40-VpQrk

    Any ideas or help would be appreciated.

    I also ran into in issue where it says that certain instance variables are <varied> when there is only one instance of the object in question. (I even deleted it and received the warning that it was the only instance, then recreated it)

  • Working on something for a retro game jam. Not sure if it'll make the deadline because of life complications, but I'll finish it up anyway. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

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  • Game Artist, Designer, and Programmer here. I'd love to join your project!

    Portfolio: http://www.cygnastudios.com/portfolio

    Feel free to send me a PM! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • I'm intensely interested in this as well, please post a download link!

  • My apologies. I've fixed it. I simply set the X is overlapping ABOVE the Is overlapping in the event sheet, allowing it to fire sooner, then check if it is overlapped. This worked. Thank you and sorry for any inconvenience!

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  • Alright, here is the problem. I have an object which display text on the screen when it is overlapping the player sprite. There are multiple instances of the object.

    In the event sheet for the layout I have a couple of events:

    Object > Is overlapping > Player > Set Position for Text (On Screen)

    and

    Object> X Is overlapping > Player > Set Position for Text (Off Screen)

    It works fine when there is only one instance, but the moment there are several it stops displaying the text at all...

    I have the feeling that "Is overlapping" checks for the specific instance and not whether it the object type in general is overlapping. Is there a way around this?

    Thank you very much for your time.

  • shirokuma Glad to hear. Is it the Cygna site that's working for you now or the Dropbox? Also, I was thinking the same thing about the distance to Touch. I'll make sure to fix that.

  • Thank you all for your kind reviews. I definitely will continue working on this.

    shirokuma

    yogert96

    I'm adding a new link into my first post (it'll be the image that says "Survive the Tide"). It's a drop box mirror. Hopefully this works for those of you having connection issues.

    I'm also currently aware that it is functioning differently on different browsers for me. With my version of Chrome it's unplayable, but with Torch (a derivative) it's working perfectly. Is anyone else having this issue? I wonder what would cause this.

  • dthomasdigital I'm glad you like it! The music came from OpenGameArt.org. It's a piece by A.J. Edwards entitled "Arrow". Unfortunately I could not feature the entire track as the full version is 16 minutes long and massive file size. This is trimmed to about 6 minutes with looping enabled.

    yogert96 I'm sorry to hear that you are having issues accessing the site. Is it still happening? You may have tried to access while I was uploading a new version. Hmm.. Not quite sure. I may host it elsewhere if you are still having problems...