ThomasP's Forum Posts

  • I haven't made anything with long load times, so I'm not sure how Construct 2 handles it, so does it just show the layout that is ending in a frozen state as the next layout loads?

    If so, maybe put the layer "loader" visible under the event that also says to end the layout so it runs that action before the layout ends.

  • None of them work at all for testing, or specifically for the text? I would assume text from your comment about testing other peoples' work... Sorry, I haven't heard of that happening, either.

  • You're welcome

  • Try changing the = to <= so it doesn't need it to be exactly 20% and the event can trigger below 20% as well just in case the health goes from 23% to 17% or something like that.

    How do you know it isn't calculating the *0.20?

  • Is there a condition attached to the shoot event that requires the variable to be above 0?

    So, like:

    On Left Mouse Button Clicked

    Bullets > 0

  • You can add another condition that Space is being held down and then just double the movement.

    Any reason why you aren't using 8 Direction Behavior?

  • Here's the manual entry for general performance tips: https://www.scirra.com/manual/134/performance-tips

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  • This exact question was asked a couple days ago. Was it not answered in that thread?

    EDIT: Here it is:

  • In the layout view, hold the control button and scroll the mouse wheel down to zoom the view out. You should see a dotted outline, which represents the camera view. Your tiles might be in the middle of that.

  • Well, this thread didn't disappoint!

  • Could you record the X and/or Y value of the already existing sprite, then spawn to that position +/- the precise distance you want?

    Spawn at position ExistingSprite.X-PreciseDistance, ExistingSprite.Y-PreciseDistance

  • If you want the grid always there, you could add the grid outline to the tiles in the tilemap.

    EDIT: Oops, didn't see how old the comment was that I was responding to...Sorry!

  • So the global variable C basically just records the angle of B in comparison to A, so even though they aren't pinned at position and angle, B stays rotated the same in relation to A?

    So if I had a variable that just held the angle different between the weapon and the player, the weapon would look like it's being steadily held by the player even with being pinned at the angle.

    Thank you, LittleStain. I think that solves one problem for me.

  • I'm trying to create a top down melee combat system and I keep getting stuck on the swing. I want the player to hold the left mouse button down to swing the weapon. While the button is held down, the weapon has a back swing, then once that angle is reached, it is swung forward until it reaches the end of its forward swing. Since it's top down, the player sprite could be rotating (player sprite always points at the mouse) as well, which should affect the angle at which the weapon is held. Ex: if the player sprite rotates the same direction the weapon is being swung, the weapon should appear to be swung at a higher speed, or vice versa.

    I also have several different melee weapons, each of which has a different back swing, forward swing, swing speed, etc, and I have them all in a family. I'm trying to use a function that just uses the instance variables to determine the actual angles.

    I've been working on this for a few days now and read all the threads I could find on melee combat, but those are all about animation frames, which I'm not using.

    Imagine Hotline Miami's melee, except the mouse button needs to be held down throughout the swing or else the weapon goes back to its default position.

  • You can click in the layout view, press Ctrl + A to select all, then Ctrl C to copy, click in the new layout view where you want everything to go, then Ctrl + V to paste. I don't know of a way to cleanly do it, though.

    Is this for UI purposes?