Yann's Forum Posts

  • Top Down shooter then :D

    A first person POV is through the eyes of the character isn't it?

    Do you have a game example of what you want to do?

  • you can also use the Dictionnary plugin. If I were to emulate dynamic variables that what I would use.

  • Every Ticks
      -> sprite: set t dt to min(1,sprite.t+dt)
      -> sprite: set X to lerp(sprite.xStart,sprite.xEnd,sprite.t)

    If you provide a starting point, and end point and t start at 0 it should linearly interpolate between xStart and xEnd.

  • IID does auto reindexing.

    Anyway, things would be faster if you explained what your game is about and what you want to use IDs or ordering for ?

  • I rarely use multiple event sheet unless there's some part of event I need over different layouts. For me that's the main use of event shett splitting "reusing code"

    I don't like splitting my events too much and having too many tabs.

    I prefer a long event sheet, I just have to collapse some groups if I need it. This way I can read the entire game code in one "page"

  • like that? Panning.capx

  • hmmm

    Global number distance= 0
    Global number maxDist = 100
    Global number minDist = 5
    Every Ticks 
      -> set distance to distance(Sprite.X,Sprite.Y,Target.X,Target.Y)
      -> Set Bullet speed to lerp(0,100,Clamp((distance-minDist)/(maxDist-minDist),0,1))
  • I didn't look at your capx, but using groups for multi-instances programming isn't a good idea as groups are globally activated or deactivated. So if one of your instances triggers the activation of a group, the code within this group will be executed no matter what.

    You should use instances variables and check them in a top event for each of your states.

  • just tried something for fun gridPatroling.capx

  • Actually, when I wrote the post, I figured out the 'condition is false -> no picking'

    And yeah the different behavior you get with a trigger was a little weird to me. But I think I get the reasonning behind it.

    Should it work differently?... I don't know yet, I'll think about it while using it more often (I still have the habits to emulate or with local variables hehe)

    And yeah it's a little confusing, so if I manage to come up with an idea to make it less confusing I'll let you know, although I guess you already put a lot of thinking into it

  • probably (: you spoke in past tense but just in case to invert it's right click on the condition > invert

  • That's pretty simple, try understanding what I wrote and you'll just have to add the proper condition at the proper place (:

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  • yeah it's self.AnimationFrame

    you know, every object property will appear after you type 'self.' so well... you just had to pick the one which made more sense, and seriously, rtfm (:

  • On Next pressed
      -> Sprite: Set frame to (self.frame+1)%self.Animationframecount
    On Prev pressed
      -> Sprite: Set frame to self.frame = 0 ? self.Animationframecount-1 : self.frame-1
    

    Should work fine

  • What you want to do is register the first non player hit

    This way, if the hat already hit something and it hit the player it can be destroyed.