Sup with that?'s Forum Posts

  • You could have shooting animations for every possible height

    Nah, what else you can do is have a laser beam object together with every turret and toggle its visibility on/off when it's time to shoot. Then you can adjust the height of the laser so it stretches from the floor to the turret.

  • I don't believe so, you may need to use two different SpriteFont objects and switch between them.

  • You could potentially just make the laser beam a part of the turret. Have a default animation and a shooting animation with the beam, and switch between them as needed.

  • > The same path as it did when spinning clockwise? Just rotate the sprite 180 degrees in the editor so it starts off traveling in the opposite direction.

    > But I'm trying to make it do that in-game.

    Okay so, add an event that flips it 180 degrees and reverses spin during the game.

    Like, maybe there's something in the big picture I'm not getting.

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  • The same path as it did when spinning clockwise? Just rotate the sprite 180 degrees in the editor so it starts off traveling in the opposite direction.

  • Set the Rotate behavior's spin speed to something negative, this will make it go counterclockwise.

  • Having the entire level on one layout just means smooth scrolling throughout, without hitting as many layout boundaries. I'm not sure there's any difference other than that. Having a bunch of layouts might get clunky and a pain to handle in the editor, so if I were doing it I might put several rooms on the same layout at a time, just cause I can't multitask like that.

  • Perhaps you can do this by using a choose expression for the Y value. So e.g.

    Set Green Circle X to random(960)

    Set Green Circle Y to choose(-20, 980)

    This means the X will be completely random within 0-960 like usual, but it will choose either -20 or 980 for the Y value so it'll always be just above the window or just below it.

    Edit: Oops, on rereading I guess I misunderstood the question.

    Does the viewport move? I don't see why you can't just adjust the X value of the positioning so that green circles can't spawn outside the edge.

  • You can simply give it Bullet behavior and Rotate behavior.

  • Does the bullet have events that test for collisions with a family of solids in some way? That would make it react to objects even if its parameter is off.

    I don't believe Platform behavior has a similar parameter unfortunately. Don't have C2 open in front of me to check though.

  • Not a minimap, I want to keep the actual size of the tiles, it's just that when working with a tilemap this large it gets tedious scrolling back and forth in the editor window to select the appropriate tile to place. If I could zoom out in the tile selection window it'd be a lot more convenient.

  • I guess this is a suggestion since the answer seems pretty self evident. I'm working with a Tilemap object with big tiles (512x512 px), and while the editor lets you adjust the tilemap's zoom to up to x8 to more easily work with small tiles, it unfortunately doesn't seem to have an option to go below x1, like say x0.5, which would be really helpful in this case. If this feature exists please tell me, if it doesn't please add (and then tell me, lol).

  • Bullet behavior has a parameter "Bounce off solids" which you can set to No, that should make it ignore solids.

  • Crashes, like it shuts down? Or the sprite is displayed incorrectly? I'm not sure how this would be caused by those events.

    But as for the events themselves, your first event effectively turns off movement. If you set "Car MAX speed" to 0, it means the sprite's top speed is 0, i.e. it's not going to move. IIRC with car behavior, if you're not moving then it's not going to turn either, so it'll just sit there. You want to set current speed to 0 and leave the max above 0.

  • Sounds like a runaway loop more than a behavior issue. I've had similar problems with large groups of AI because of a For Each loop they were using. Got rid of the loop and they worked just fine. They all used Bullet behavior, but as already said I don't think this is the problem.