Sup with that?'s Forum Posts

  • Oh cool! Knew I'd seen it somewhere. Thanks!

  • Is it just a constant back and forth motion? It may just be easier to use the Sine behavior to simulate this.

  • So after some prodding I think I've traced the problem down to the Ball Sheet. The "ball collides with scoreline" event has a "Wait 5 sec" action. Problem is the layout switches to the Game Over layout before the 5 sec are up, so the event group Interactions (which contains the trigger for pressing Enter) gets disabled but is never re-enabled.

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  • Hey, is there a plugin for predicting an object's intercept point? I could've sworn I've seen one (by rexrainbow?) around here before, but I can no longer seem to find it. Is there such a thing or was that a figment of my imagination?

  • Hey all, I had a .capx in which I'd fiddled around with the turret behavior a bunch to give it, among other things, a limited gun arc and minimum range. Sadly it seems I've lost that file. But before I went and rewrote everything from scratch, I figured I'd search on the forums to see if someone's already made a custom behavior or example to incorporate these features. Now, maybe my search-fu is bad, so if there is indeed such a behavior please point me to it, but all I was able to find was Fimbul's beta turret behavior, which indeed includes such things.

    Unfortunately, this behavior appears to have been made before C2's own turret behavior was released, so currently it'll cause a conflict with the default turret behavior if you attempt to have both installed. In addition to that, it lacks the predictive aiming and collision cells features, and may not be optimized for larger projects according to the author.

    So in short... would anyone be willing to have a look at the behavior and update it to create a "Turret Plus" behavior which incorporates the limited gun arc and min range features into the default turret behavior, since a lot of the legwork appears to be done already? I feel like these things should've been included from the start but srsly. (Yes, I've sent Fimbul a PM, but he hasn't been around in months so I'm not very hopeful.)

    Anyway, thanks for any help!

  • Huh, guess I was using the layout angle function bass ackwards, lol. Thanks for that!

  • Hello all, I'm trying to make a top-down racing game where the camera follows the player and rotates with him, i.e. the player's car always points towards the top of the screen, while the rest of the world revolves around him when he turns. So of course I started playing around with changing the layer and layout angles, but this yielded some weird results. I can't seem to synchronize the player's angle, angle of motion, and angle of the world around him, so he ends up moving sideways, slipping off screen when he shouldn't be, things like that.

    Anyway, I started putting together a big long event sheet but perhaps I'm overthinking this. Is there a simple way of achieving this effect?

  • Maybe the easiest way is how it's done in the RTS example. Basically have 2 objects per soldier, one for the RTS movement and one for the turret behavior. Body moves along path, turret shoots at targets. Use the Pin behavior to make sure Turret sticks to Body.

  • Update bump:

    Tried the same thing on an iPad Mini and it seems to work fine, not even slow performance or anything. Could this be a processing power and/or memory problem issue on the older model? If so, what is it likely caused by, bad code, loading too many graphics at once, or any of these? My total images add up to ~6mb so I hesitate to blame the graphics, but who knows.

  • I'm trying to test my project on an iPad using the "Add to Home Screen" method, but when I try to load the project in Safari it keeps crashing. It will display the C2 loading bar, get to the end, wait a minute, then restart with the message "A problem occurred with this webpage so it was reloaded." Sometimes I even get to see the project's main menu before it crashes.

    I'm unsure at what point in the making of it that this started occurring, so I can't narrow down the cause easily. Has anyone experienced something similar? Is this a memory issue?

  • If you're looking to rotate one object towards another, there's a Rotate Towards Position event into which you can plug an object's X and Y values. You can also use Turret behavior to make objects automatically target and turn towards one another.

    To make things shoot, just use the Spawn or Create object events to create bullets when needed.

  • Well, I guess it's probably easiest to start with C2's built-in examples. Just go to File>New and browse through them, in particular the ones on object behaviors.

  • I'm trying to eke out as much performance as I could in a project, so I was wondering whether a sprite with multiple animations is at all more intensive than having multiple tiled background objects which get created/destroyed as needed.

    Basically I have several (large) static background images. They're never on screen at the same time, so currently I just have a sprite object with a one-frame animation corresponding to each image, and so it'll just switch through them. I was wondering if it'd be better to instead have a tiled background object for every image and place it on the screen where appropriate. This is all considering:

    a) The backgrounds are there to look pretty, no collisions/animation/etc. required.

    b) The backgrounds are set at the beginning of the layout and otherwise won't be affected throughout play.

    So, is there any appreciable difference between these two options?

  • Well, as far as I can tell from some of my own tests, tiled backgrounds run better than repeating a sprite object, especially with large layouts. I'm not sure if tiled backgrounds have a built-in render cell feature or what, but for what it's worth that's my experience.

  • What do the event conditions look like? If it's an On Collision event then it should only count once, but if it's something like Overlapping then it could count multiple times per iteration.