TLEnterprises's Forum Posts

  • 6 posts
  • I'm using a graphics tablet instead of a mouse. I don't have a mouse wheel. When I press Ctrl -/+ (like in C2)it scales the Firefox interface instead and then I have to restart C3.

    How do I zoom without a mouse wheel?

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  • I had a big game I was working on in C2, and I was going to buy C3 so I could keep working on it and stay up to date, but while it works fine in C2, it won't run in C3.

    Do I just have to start over now?

    I wish I hadn't bought C2. If I'd have known it was going to be discontinued, and my work wouldn't transfer, I wouldn't have. There goes the past 2 years.

    Is there a solution?

    Of course not. No of course not.

    No, of course not.

  • I've got enemy sprites that are different sizes, and when the player shoots them, I want them to spawn explosion sprites and I want to scale those explosion sprites so that they match the scale of the enemy sprite.

    So right now I've got this:

    ENEMY | HP <= 0 |

    ENEMY | Spawn explosion on layer ENEMY.LayerNumber (image point 0)

    ENEMY | Destroy

    But how can I have it refer to the new explosion sprite and scale it the same as the enemy that spawned it?

  • Here is my attempt (two versions), not sure if it's working as you wanted, but maybe you could make something of it:

    https://www.dropbox.com/s/a49o6oay7qzmwcv/PlatformAndBulletSpeed.capx?dl=0

    https://www.dropbox.com/s/23k3fimfyft7jgj/PlatformAndBulletSpeed2.capx?dl=0

    YES! That's what I was trying to do. Awesome! Thank you!

  • I have a player with a Platform behavior and a cannon that rotates towards the mouse and is pinned to the player.

    I want to make the rotating cannon shoot towards the mouse, and I want to adjust the speed of the projectiles it shoots so that they're faster by as much as the player was moving in any direction when they were fired.

    So to be able to adjust for the player's motion, I'm not using the Bullet behavior, I'm using VX and VY instance variables, in hopes of adding player.Platform.VectorX and VectorY to the VX and VY of the bullet, instead of using angle and speed.

    But I haven't gotten to the addition of the player's motion yet, because I don't even have it shooting towards the mouse correctly.

    Here's how I have it now:

    - System - Every tick - Cannon - Set angle towards Mouse.X, Mouse.Y

    - Mouse - On Left button clicked - Spawn projectile on layer cannon.LayerNumber(image point 1)

    - Projectile - On Created -

    =Set VX to cos(angle(cannon.X,cannon.Y,mouse.X,mouse.Y)*pi/180)*Self.Speed

    =Set VY to sin(angle(cannon.X,cannon.Y,mouse.X,mouse.Y)*pi/180)*Self.Speed

    - System - Every tick - projectile - Set position to x:Self.X+Self.VX*dt y:Self.Y+Self.VY*dt

    I thought that should make it shoot the projectiles towards the mouse, but it doesn't. They go straight to the right instead.

  • I've got a background image that will tile seamlessly, and I've got it set up with parallax, but it doesn't tile, it just stops where the image ends, and the edges of the image are visible.

    How do I make it wrap around? I searched and there was a tutorial on this, but the tutorial was for making it auto-scroll, and that's not what I'm looking for. I want it to scroll normally while the camera follows the player, but when it gets to the end, I want it to have another one and wrap around.

  • 6 posts