TheScythe's Recent Forum Activity

  • the more tedious and simplest way for you i think right now is to separate the turrets from the turret family and have individual targets and turrets with their own turret behavior. (the spacecraft don't need to be taken out of the family, but you would need for the turret to get as target the spacecraft name, and not the family of which the spacecraft is part of.) but you need to separate the turrets not having them in the same family.

    Not sure I understand what you mean. For clarification, here is how it is all organized so far:

    Family: Spaceship
    Multiple Turrets with different Fire Rates.
    Family: Enemies
    Used as target for all of Spaceship's turrets, with a single turret behavior.

    Also, no enemies are in the spaceship family and vice-versa.

    also would require your spacecrafts to be different sprite objects, and not different animations on the same sprite.

    Already doing this, I have 120 different Sprite Objects in the same Spaceship family.

    the other way around turret behavior is using distance(x1,y1,x2,y2) and compare for each spacecraft set angle towards it etc manually code the turret behavior with events basically.

    I'm not currently using turrets for their range, but really for the timing. Tried with simple timers, but couldn't find an easy way to trigger it without an initial waiting period.

    however im not sure why you want the turrets to have different targets...

    I don't. I just want different fire rates, really.

  • I'm making a space shooting game, and some spaceships have more than one type of projectiles, and those fire at different intervals.

    The simplest solution I came up with was to add a Turret behavior for each type on the family, and then enable/disable the turrets in each ship individually (as I have 120 different ships).

    Now the problem I'm facing is that if I have two different Turrets enabled on the same ship, with different Fire Rates, all of them are going to shoot using the first enabled turret's fire rate in the behavior list.

    How can I work around this? Or is there a way to do it without turrets?

  • Thank you! I couldn't manage to find this download link anywhere in the website, though.

    Reading through the guidelines, it says I can't add gradients or shading. But can I add the Scan Lines effect from Construct itself to it?

  • So I'd like to add a "Powered By Construct" intro to my game, in the same way many games add "Powered By Unreal Engine".

    However there are no official highres Construct 3 logos available in the website. Is there anywhere I can find it? Is it allowed to stylize Construct's logo to fit the game's design, much the same way I'll be stylizing my own logo?

  • On GitHub? I'll do it, but will take some time since the game has loads of events.

    Thank you.

  • Whenever I try to preview my game on mobile (doesn't happen on PC), be it normal previewing from opening the editor on the device or through remote preview, I get a black screen and nothing happens.

    After inspecting the open page on Chrome Devtools I can see that there is a failing request for a "workermain.js" file that is not found.

    Why is that happening? And is there something I can do to solve it?

    It appears to only be happening in my own project, as I have tested in some Construct 3 samples and everything works as expected.

    Edit: Disabling Use worker in project settings apparently solved the issue. However that is a feature I'd very much appreciate, if it can be fixed somehow.

  • I didn't know that the Simulate would only happen for a single tick. Thank you!

    Pathfinding also works outside the visible area, but not outside the layout, which you probably mean. In this case, you can also enlarge your layout and fix the camera in the middle. Then you can also spawn opponents out of the field of view and move them with pathfinding.

    Really? I've read somewhere that it wouldn't calculate outside the viewport for performance issues. If it does, that would help me a lot, thank you for this info!

  • Hello! I'm making an endless vertical scroller shooting game. The game will spawn random enemy waves for the player to fight against and I'm trying to make custom pattern-based movement for the enemies themselves, to add some predictability. I have tried using Car, 8Direction and Pathfinding behaviors. However, none of them is working.

    The pathfinding works to some extend, such as moving to a place in the screen, but it doesn't move outside the screen, which is something I need. So I have tried the Car and 8Direction movement, but they are not moving on Simulate Control. Simply nothing happens. Here is how I'm creating the enemies and moving them:

    They get created successfully, and when using Pathfinding they actually move, but not when using Car or 8Direction.

    I have the following behaviors and configurations set for them:

    Am I doing anything wrong?

  • Thanks for your answers! I solved it by removing all For Each/Pick All and simply using the Tiles Desert object. I don't know exactly how and why, but it is working correctly now!

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  • So I'm making a vertical endless scroller game with chaning levels. I made tiled backgrounds, and I'm dynamically creating new backgrounds once the others are out of bounds.

    I have added the Bullet and Destroy Outside Layout behaviors for the tiled backgrounds, and an Every Tick event iterating through all of them, allowing to control their overall speed as needed. Instead of moving the camera up, I'm moving backgrounds down, keeping the camera still.

    Here is what my event sheet looks like:

    Whenever my "BackgroundGenerator" (the last event) is not overlapped, I create a new Tiled Background. The background generator is sitting just outside my viewport, never to be seen or destroyed.

    However, currently it is working just fine with the first two iterations, creating two Desert tiles, except in the third time, when the tile stays imovable.

    Through debugging I have noticed that the Bullet is NOT enabled and the speed is zero, just as if it wasn't included in the Every Tick event. Why?

    By the way, I have tried For Each loops in the Every Tick, but to no avail as well.

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TheScythe

Member since 25 Feb, 2015

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