work3's Forum Posts

  • On further research it seems a layout object set to MODAL will pause everything, including bullets etc when you spawn it.

    if you assign the object to a layout that contains your overlay etc.. you get a paused game with animating overlay or whatever, and you can kill it again by destroying the object within its own event sheet.

    However, I read on previous mentions of this plugin that it is buggy?? is this true? anyone come across any problems with it?

  • After trying it out, it seems that disabling the group doesnt pause bullet movement etc.. I guess that goes for any other behaviours too.

  • wow, I had no idea you could do that, let alone disable / enable groups within the app.

    will have a play around with that.. Thanks JayJay, you`re always coming to my rescue!!!

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  • Is there any way of pausing a game and have an animating overlay on to that isn`t affected by any time adjustments?

    while a pause is OK with no animation, if you have an arcade style "CONTINUE" overlay on top of a game obviously a countdown is neeed!!

    As always thanks in advance!!

  • Thanks, that confirms my assumptions!!

  • Hi guys. Just a few general queries about some collision types.

    1. whats the difference between per pixel collision and a collision mask? I ask because both seem to be bitmap based, so is there anything to lose or gain?

    2. I noticed that my bullets disappeared too early due to bounding boxes making my object destroy the moment the edge touches the enemies, using POINT collision I got a better visual effect where the bullets destroyed overlapping the enemy halfway - is there any potential issues of point collistions not working or failing?

    Thanks as always, just want to make sure I am not setting myself up for problems later.

  • hey there - I have been trying out a few of the filtering settings but as I am using an RTS object to control the camera, the rounding makes it judder as it slows down at points, and it seems the sprites shimmer terribly at lower resolutions - I will keep trying variations though!!

  • its a bullet that rotates toward the player , so how would I add this to a line such as

    "rotate 12 degrees toward player"

    might it be better to spawn the coin on the layer where the player is plus some kind of offset?? I dunno...

    thx!

  • Thanks again Jayjay!!

    I also have the reverse issue, where the destroyed enemies leave point pickup coins that home in on you to save moving around the screen too much to collect them - right now they zoom up off the screen because in the world, the player is right at the top of the screen..

  • Thankyou SO much!

    I will take a look at these and let you know my findings - another programmer showed me the rounding , and it was fine until the speed of my scroll started to decelerate..

    I hope this will work!

    regardless, again, thanks SO much for your assistance!!

  • Hi, I hope I can explain this well.

    I am working on a top down scrolling shooter.

    To prevent the Y scroll affecting the bullets, I have to use a seperate layer for them with Y scrolling at 0%

    The player sprite and bullets are also on this layer to prevent any weird movement on Y as the speed of scrolling changes.

    I have ground based enemies on the scrolling background but my player bullets are not colliding with the enemy family.

    in short, my ground enemies are locked to the scroll, but my bullets are not, and I cant get them to interact via families..

    Any suggestions?

    thanks

  • No need for apologies, any assistance is appreciated! - just to be clear I am just asking for a text example of the rounding expression, not any code!!

  • Thanks for that info, would you be so kind as to can you give me an example of how to execute the rounding?

    I tried the other method of centering and it worked but I have no idea how to execute the rounding to see if this actually fixes the scrolling, sorry!

  • Ah, yes..I am using center view on me.. What are my alternatives? And what is it the CVOM option does that makes it do that?

  • I have been working with linear filtering on my game and decided to switch over to point filtering as the graphics were a little blurry, however the scrolling was juddery - is there any method to prevent this?

    I would really like to switch over to point filtering as it looks SO much better and crisper, but the scrolling just looks awful..

    My scrolling varies in speed , but on the whole relatively slow based on a 2D camera..

    Any assistance or explanations into the reason so I better understand would be appreciated!

    thanks!