Usman Haq's Forum Posts

  • Wait a second. There's efficient and non-efficient ways to order events? How is this so? How does one go about doing this?

  • I think I've got. I used a Number Instance Variable in place of Boolean, and enlarged the window size to show that the objects are indeed destroying once they leave the layout.

    I Used the Outside layout condition instead of On-Screen simply because my game may not have everything on screen at a time.

    Here's the update: https://www.dropbox.com/s/cmw045j0x5pef ... .capx?dl=0

  • The Destroy Outside Layout behavior does not have any properties.

  • An object may have a bullet behavior or physics behavior that uses impulse to move into the layout. My problem is that I don't know how to destroy something that enters a layout and once it leaves, to destroy it.

    I realize I could use the fade behavior but for many of the objects within my game, they need to have full opacity, although I have found the fade have found the fade behavior to be useful for certain objects. Elongating the fade out time isn't useful because I will usually have objects being destroyed once outside layout to prevent performance issues.

    Of course I've thought about using the Destroy Outside Layout behavior but an object will be destroyed if it's coming from outside the layout.

    Here's a capx of what I mean: https://www.dropbox.com/s/9ij2kzf7zwz02 ... .capx?dl=0

    The Balls coming from the left are bullet, the balls coming from above are impulsed. Once they exit the layout, how do I destroy them?

  • Woah! That's quite an impressive collection of examples Shiva. Thank You.

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  • Brilliant! This will definitely will require tweaks but I can accomplish it. Thank you Volkiller.

  • Could you please explain what you mean a little more? Do you mean make the exhaust have more polygons or actually make it a shape?

    I don't know how this could solve the flow of the exhaust stream. When the rocket move angles quite quickly, the stream breaks and even if it's on a linear path, individual sprites can still be identifiable.

  • Did you mean like this? This is closer to Geometry Wars scrolling but the most or entire layout is still not present. The thing to the right is a control stick.

    Another game I would compare the scrolling that I'm trying to replicate is, One More Line. Whole/Most Layout but the game still scrolls to the player.

    https://www.dropbox.com/home/Wars%20Scrolling

    Sorry for replying so late, kinda forgot Dropbox existed.....

  • So I took a look at this post: is-there-a-way-to-give-a-sprite-a-trail_t65271

    On how to make a trail. I thought it was great for something that only moved straight but I was looking for a more smoother look.

    For my uses, I want to use a stream like effect on the exhaust of a rocket. The problem with using the trail in the forum is that it creates a whole other sprite and when the rocket is moving and taking all around turns, separate sprites are shown which completely breaks the effect. I was thinking something like a trail from One More Line or Tron, it's constant.

    How would I use only one sprite to elongate into a trail steam and dissappear over a certain period of time?

    Here's the Capx of the rocket using the trail:

    https://www.dropbox.com/s/rdp5gkumklo1p ... .capx?dl=0

  • What's the size of your images?

  • Although I cannot find a capx. The asteroids most likely had a bullet or physics behavior for a set angle on where to fall. The camera sometimes follows the asteroids which is probably a scroll to behavior for some of the asteroids. When the asteroids came on collision with the water or land, the asteroids were destroyed and a particle object spawned in place of the asteroid. The water moves most likely because of a sine behavior when on collision with an asteroid.

    The asteroid's smoke is also a particles object that have probably been pinned to a image point on the asteroid.

    This is all based on my use with Construct 2 and how I'd go about making a replication.

  • I want to create a Geometry Wars type scrolling system. If you have or haven't play Geometry Wars, the player is in a box and the screen scrolls to the character but still has the majority of the full layout still visible. The game did this quite well since the enemies on screen could be avoided or shot at with enough time for a reaction from the player. I do realize I'm suppose to use the Scroll To behavior but I'm having trouble on perceiving how to do this.

    I did make the window size small but then everything seems too close to the player and the player doesn't have enough space to watch out for enemies and react.

  • Wow, this is quite extraordinary. You managed to make the movement more accurate! But I did notice a reoccurring problem, once the rocket is moving, it shifts forward a little at a time. I notice it more on mobile, is there anyway to fix this?

  • So I've got this rocket being controlled via a control stick. The problem is that the rocket goes crazy when the control stick is used. I did set bullet gravity to 10 on drag StickM, which did smooth out the movements of the rocket but it still moves awkwardly. The world gravity is set to 0 because that's the environment my game will be in.

    Here's the Capx. Initially the bullet does not have any gravity on it, adding a gravity of 10 will show you what I mean by making the movements smoother.