terence's Forum Posts

  • I have a projectile (with bullet behavior) which is 13 x 5 pixels and has a speed of 6000. When it hits a sprite with a width of 15 pixels an animation is triggered using the on collision event.

    I'm finding that a lot of the time, the bullet passes straight through the sprite without triggering the animation. If I reduce the speed of the bullet significantly (say to 100) then the collision works fine.

    Is this a limitation of having 60 ticks per second? Is there any way around this? I have tried the other collision events, but short of making my collision polygon larger (which I don't want to do) I can't find any way around this.

  • That works well, thanks.

  • I have a solid (window) which breaks when the player fires a bullet at it. There are 3 different breaking animations and I would like to run one of these based on whether the player fires at the window from roughly head on or either from a left or right angle.

    It's a mouse aim/top down shooter and the windows are placed in the layout both horizontally and vertically, so not sure how to go about checking the angle of collision between the bullet and the windows to trigger the correct animation.

  • That works if I have just a default animation for the enemy. But if I want to set a random frame from one of several enemy animations, then how would I bring in the animation name?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi, beginner question. Using the Set Frame action is there a way to call a random frame within a named animation in the "Frame Number" field?

    For my enemy characters I have several different death animations depending on the weapon the player kills then with. Once the death animation is complete I have a large number of "enemy dead" frames so that once the death animation is complete the enemy lies on the ground in different positions depending on whether they have been shot in the front or back.

    So once the relevant death animation is complete, I want to pick a random frame from the "enemy dead front" or "enemy dead back" animations, each of which contains 10 frames.