Rebel Zodiac's Forum Posts

  • 725101 Hello again! This should do the trick use Set CSS Style "border" "0". Here is a pic of the event. Hope this helps!

  • No problem! Best of luck on your game!

  • 725101 No problem! So to change it during gameplay you'd want to use the events mentioned by Simple Games which is the set layout scale. Here is a picture of that just change the 1 and 2 key for whatever is supposed to trigger it like when this object overlaps that object zoom in kind of deal. Construct explains this but basically 1.0 is normal zoom and 2.0 would be double. You can micro adjust to fine tune like 1.3,1.4 and so on. Hope this helps.

  • Hello 725101 check the viewport size. Click the name of your project on the top of the right panel and then on the left panel you will see viewport under display settings. This changes the dotted line box on your layout and is the area that is seen during gameplay. Make this bigger to zoom out and smaller to zoom in. If you need to change this during gameplay it can be done with events and I can help with that just let me know. Hope this helps.

  • Hello I just made an example of something that might help out. This uses no events just a little effects trickery. You can adjust the blur with the intensity settings or just change the opacity on the BlurredEdge sprite. I just used a rectangle for this, but you can use any shape just make the color white or the divide effect gets weird. Also make sure the BlurredEdge is in front of all other elements. Hope this helps.

    **More Info** If you want the Blur to stay in the viewport and follow a player that can be done too. Let me know if you would like help doing something like that.

    https://filetransfer.io/data-package/2BHrIBHE#link

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  • No problem happy to help! Best of luck with your game!

  • Hi gameasher I made a quick example that might help you out. This sets enemy health as an instance variable. The pic below is the key to what you want just change the 20 damage to whatever your base damage is the *choose(1,1,1,100) Gives you a 1 in 4 chance or 25% chance at doing 100% damage. Hope this helps.

    **EDIT** Actually I think my math is wrong since that multiplies it by 100 which isn't 100%....that would be base damage plus base damage again I think? so double? So really *choose(1,1,1,2). Basically change that last number to whatever you want the multiplier to be lol.

    https://filetransfer.io/data-package/ORPFD05P#link

  • Hi gd80 I just came up with a little something that may help. Let me know if the link doesn't work. Hope it helps you out!

    https://filetransfer.io/data-package/N30a5nSt#link

    This is for 2 different object though I just reread and noticed you're trying to do the same object that may require a little more dabbling. I'll see what I can do.

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  • No problem! Best of luck on your game!

  • Hey brendanpoke it looks like in your first event you're missing the letter "s" where it says astronave.x. This could be what's throwing you off. If not let me know I'll take another look. Hope this helps.

  • Hi JackH4889 Do you just want like a simple invisible wall as a barrier or are you trying to prevent a player from using the input to move backwards? I'll do my best to help out if I can.

  • Hi AZEKIALDUTTON009 You should be able to do this without needing a radius sprite. You can add the move to behavior to your heat sink missile and set an event for every tick move to enemy. By default the angle will set toward it too.

    Now if you wanted to make a heat sink missile where its chasing the enemy but you can cause it to chase something else (distracting it) like in movies that can be done too. Let me know if you want more info on that.

  • Ahh gotcha I hate when that happens and it requires input. Best of luck with everything. If I think of anything else I'll post back here.