sizcoz's Forum Posts

  • Did you try just using the file name?

    Url() might get real finicky with quotes btw.

    Try this in c2, then import into c3

    https://www.sizzle-games.com/css_card.capx

  • Did you try just using the file name?

    Url() might get real finicky with quotes btw.

    I have tried without quotes with double quotes, escaping the . like with json, it works with my c2 version, but not in c3.

    I will post a c2 example file in a while.

  • nah my friend its going to spawn same sprite 4 times i want to just once so it must be not subevent

    AllanR give the best solution

    Oh, I must have misunderstood, because the solution that I gave spawns window, then spawns table_ 4 times at windows image points(1-4), then spawns 1 yellow sprite on the first table_

    Anyway, you have your solution

    cheers

  • Yep, just edited my response to

    Does this work?

  • I may not have understood the question, but have you tried?

  • In C2 you could assign a Button with a background-image by loading an image from a project file

    In C3 this does not work, How do I use format/escape this in C3?

    Cheers

  • I ditched Bullet behavior from my example and enemies can now move at crazy fast speeds!

    https://www.dropbox.com/s/8jbp3p7zlra5355/WalkAroundWalls2.capx?dl=0

    dop2000

    Now that's what I call a Result !

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  • Aetrix

    I set the falling minions to 3 times the speed, last event (MoleSpeed*3) this will be too much if it goes beyond 100 speed, so I suggest just changing this to (MoleSpeed+25) or something like that.

    Glad you have found it of some use.

    As been said before, Bullet Behaviour has collision detection limitations above certain speeds.

  • AllanR

    Nice, I like the fact there are no collision checks, and no Behaviours used.

  • sizcoz My example can work on higher speeds in C3 with bullet stepping. (or if you enlarge sprites)

    It's the matter of how big are the sprites, and how many pixels the enemy is moving on every tick. If it travels the distance bigger than its own width in one tick, it can no longer detect walls and corners correctly.

    Basically, it's the same issue as when a very fast moving bullet can sometimes go through solid walls, instead of bouncing.

    I see

    It would be nice to get faster stable speeds if possible, with this sort of example, I think a stable 600 speed would be more than enough for most games of this kind.

  • Here is my new version with just 6 events:

    https://www.dropbox.com/s/8jbp3p7zlra5355/WalkAroundWalls2.capx?dl=0

    It works for multiple instances moving at high speed (up to 300-350), doesn't require any additional sprites or waypoints.

    Very nice and concise example, yours seems to have problems at 325 Bullet speed, my example drops out at 560 Bullet speed, is this just the difference between C2 & C3 ?, I can't see any other reason than that as your example is only 6 events & 20 objects, and my example is 18 events and 69 objects, on the same laptop, yet it can do 235 more speed.

    EDIT, I loaded it up in C3, with worker enabled, and it still only got to 325 Bullet speed.

    On a side note, in both examples, when running if you minimise the window, then start resizing it, they both have problems, to be safe you need to half the max speed.

    Would be nice to see if someone can make an example that's more stable at higher speeds, maybe with a different behaviour other than Bullet.

  • sizcoz Could you upload your c3 demo so i could look at it? i have bacis account to preview and if its 18 lines i think that will work...?

    Ok

    MinerMoles(c3p)

  • sizcoz OMG yes if you do that you will help me a lot and be my personal hero, that is exactly what i need. :D :D :D

    Ok, Give me a few days.

  • I had a go

    I have a Demo here MinerMoles

    It was made in C3, but if you want it, I will re-do in C2.

    Let me know if there's any bugs.

    Left Click to make a block, Left click to destroy a block.

    Destroy the Block that the Moles are on, and they will fall.

    I took a more visual approach 18 events (shock / horror)

    Cheers.

  • Will go with sizcoz which is easier to implement, thanks!

    rgbEx(r, g, b)

    rgbEx255(r, g, b)

    rgba(r, g, b, a)

    rgba255(r, g, b, a)

    Generate a single number containing a color with the given red, green, blue and optionally alpha components. rgbEx and rgba use components in the range 0-100, whereas rgbEx255 and rgba255 use components in the range 0-255. When an alpha is not provided, the resulting color is opaque. These are useful for conditions or actions taking a color parameter.