SuperV's Forum Posts

  • Minchia! Stupendo!

  • Yay, thanks!

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  • In my TD, you can place multiple turrets with different rate of fire/damage to kill the enemies. To attack, my event is like this.

    ---

    When turret[turret behavior] has target

    + Every turret[rate of fire]

    = Shoot "Bullet" toward enemy

    = Bullet[damage]=turret[damage]

    ---

    In this way, when the first turret attacks, and there's another near, and they have both the same target, the second turret mimics the first turret's rate of fire.

    I know the problem, Construct thinks that if two turrets have the same object as a target, they both shoot with the rate of fire of the first turret that saw the enemy.

    It's hard to explain, and I don't want to distribute the game yet. Can someone PM me, and request the .cap, if possible? Or else, if you get what I mean with this thread, post here.

  • Hello,

    first of all compliments for the application. It's fantastic.

    Is it possible to realize a simple system to allow a fast translation of the software?

    I'm italian and I would like to translate it?

    STEVEN

    Mai e poi mai. Io devo tradurre Construct in italiano. Se ci proverai, ti fermer� con ogni mia abilit�, ti far� soffrire.

    CONSTRUCT IN ITALIANO E' MIO

    ghghghghg

    P.S. Aggiungimi su MSN :

    ---- For english people : I want to translate it in Italian!

  • What do you mean? What is the original position and how do you want it to move there?

    I'll explain to you what I want to achieve.

    I have a Cannon turret, for my upcoming game, that is supposed to shoot big, big rockets. I want to make a realistic recoil where the turrets moves backward a few pixels then returns in the original position.

    The turret's original position is the Base.X and Base.Y

    What's the easiest/best solution to evitate bugs and to move the turret back to the original position?

    Custom movement?

    Bullet behavior?

  • You could do it like this:

    > + On "Beat Horse" pressed
    + horse.Value('life') Equal to 0
     - SuperV: Set position to 4chan
    [/code:3oikgn2x]
    

    Glad you liked the bonus ^^

    ---

    Ashley, that worked fine, but what if I need to re-position gradually the object to it's original position? What's the best solution?

  • Let's say I have an object facing right, and I want it to move 2px left. Pretty easy, huh?

    But what if I have an object facing 37� and I want it to move 2 pixels backward? I know there should be some math thing, but I'm not an expert with maths...

    Deadeye, math expert, and the whole community, help please

    Also, here's a picture to explain what I want.

    <img src="http://img03.picoodle.com/img/img03/4/4/20/f_Untitledm_05f7ffa.png">

    and a bonus : http://img28.picoodle.com/img/img28/4/4 ... bf4692.gif

  • Not really, but I was curious if the enemies had some invisible object that told them to jump, or they jumped because of their AI?

  • I suppose that Ashley could rename the current Physics behavior to Newton Physics Dynamics and try to implement other engines for 1.0.

  • I found a flash game which makes enemies jump on platforms to arrive to the player.

    http://www.newgrounds.com/portal/view/323678

    You could contact the creator.

  • Win.

    Anyway, stop derailing the thread.

    I still think that gravity should be a little higher.

  • I'm tempted to edit Doppel's avatar and put the awesome face on it.

  • Yay! Also I'm glad Rich is back to regular posting, you were inactive after you returned in the team

  • :awesome: face is not amused by your post

  • Thanks guys. Here's one more test, which runs uncapped framerate (so it should show your true performance capability), and should have display glitches fixed:

    http://www.scirra.com/files/raindemo_C.zip

    Again, FPS results + hardware would be useful. I can peak around 400 fps with my 8800GT on 800x600.

    400 FPS???

    I can barely hit 40.