Tomycase's Forum Posts

  • Hi, first of all thanks for the quick answer, I understand better why a clean distortion is complicated to achieve, and thanks for the example file as it makes thing easier to understand;

    As for the fragmented texture, I've never heard of vertices before, I think I get the basis tho, it sets the quad coordinates starting with top-left corner (index 0) up to index 3 just like Draw Quad action, there's just the U and V parameters that I'm not sure to understand, what do they correspond to and how do you set them up in relation to the used texture (for example, why is V=0 or 1)?

    Thanks~

  • Hello R0J0hound , I hope I'm not disturbing you, I have two questions about Paster, since I started experiment with it more, and managed to figure how to do some stuffs like trails using arrays and multiple quads;

    However I was curious about the quad distortion of a texture, is it possible to obtain a more "accurate" distortion? Something that could be compared to a image editor distortion like this (image on the right) :

    My second question is, is it possible to "break" a texture between multiple quads using a single texture instead of using multiple textures, something like this :

    Thank you for your time, I'm really having fun with the plugin atm ~

    Tagged:

  • Well that wasn't too hard to find, you have an event that litteraly says to your bullets to set their angle on the player 8 direction movement when they move :

    Remove it and it should work as intented

  • Hi, without any screenshot of your code or a gif/video of the problem, it will be hard to help you here

  • That shouldn't happen if the projectiles are using bullet behavior only (is that the case?) otherwise there must be an event that keep changing the bullet angle of motion every tick, can you share the project?

  • I see what's the problem here, I'm guessing you're using the Bullet behavior for your projectiles? In that case instead of setting the angle of your bullet, you need to set its bulllet behavior's angle of motion in Bullet actions

  • Hey there, it is because you pick the family without distinction between the instance, you need a variable to pick the specific object that is currently grabbed

  • Hey there, we will need more details on what you're trying to accomplish to help you

  • If the layout event sheet has any events related to a global layer that appears in this same layout, then yes

  • It's easy to use, you set a layer as Global in its parameters, then you need to have a layer with the exact same name in the different layouts for it to be shared, be careful tho as only the original layer can be edited

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  • You can make a layer global, so it can be shared between layouts, but that's all

  • Hey there, you can change its X position every tick, and when it reaches a certain point reset its position so it looks seamless

  • You need to check if one of this disk collides with the family instead, if you don't want to check for each disk collision individually, make two families with the diskes and check if those families are colliding

  • With your current code, the radius will increase of 50 per tick, that's a lot, what is the result you're trying to achieve exactly?

  • I thought of another approach to avoid using loops, put event 3 and 4 as sub-events of event 2, instead of toggling the boolean, set it true or false depending of its current value