work3's Recent Forum Activity

  • thanks deadeye, you are truly the man...

    I often wonder what the best approach is witb some of these things, I think just building a depleting animation works best in this case.

  • i'm trying to make a circular energy bar right now in a similar vein and need to erase the bar in a circular manner, it overlays on top of the game on the HUD, I was wondering if any of these functions mentioned would be applicable?

  • whats the most efficient way of handling multiple instances of the same object?

    for example, creating 2 of the same object at different image points and then setting their positions to stay on these points via an ALWAYS , or getting them to behave differently, like changing their angles independently.

    thanks

  • I noticed that if you have an 'always' event after a 'start of layout' event, it seems when using collisions in the 'alway's event , the object will collide despite one of the objects being destroyed in the 'start of layout' event.

    Is this supposed to happen or is it a bug?

    I uploaded a tiny example in the uploads folder.

  • http://www.mediafire.com/file/g2vnwythv ... layout.cap

    I recreated this after finding some weirdness in my game.

    I destroy an object at start of layout, but it doesnt get destroyed until its registered a collision.

    While this is a simple demo of what I found, It's causing me some issues in my game and am wondering if that's how it's meant to be or if its a bug whereby the start of layout isn't doing as it should.

  • thanks ash.

    my engine was one big layout sheet of events but I was planning on breaking it all down into smaller layouts, but it seems I can't clone a layout and then copy/paste events from other layouts to start breaking it up..

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  • so, i've been working on an engine for my game, and realised it was time to start thinking about organisation of the stages.

    as cloning layouts with events is impossible, how should I organize the main control core of the game to work over different backdrops, and enemy pattern layouts?

    i've searched long and hard to find a tutorial or a demo cap and haven't found anything.

    thanks.

  • thanks deadeye, thats an exellent way of solving the problem!

    *gets back to work*

  • tried that before, but its a bit TOO small.. :/

    *edit*

    stupid question deleted.

  • my apologies for not explaining so well

    I'd like to make the collision area of my bullets smaller than the actual area that the bullets really are.

    but I was unsure of the best way to create a new bullet object on each collision box.

  • I'm messing around with bullets, lots of bullets!

    I know that customisable bounding boxes aren't featured yet, which would instantly solve my problem, but, at present whats the best way to shoot a very large amount of box bullets with an object attached to it, so I get my graphics looking right with a correctly sized bounding box attached to it?

    also, because i'm spawning both a graphic and a collision box, and doubling the graphics per bullet I guess this will hammer the framerate?

    thanks as always, construct is turning into a total weapon!!

  • so far it seems you can only assign an 8 direction movement to 1 player object, adding a second doesnt seem to be possible..

    any chance of adding multople 8 direction objects with definable keys to the list?

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work3

Member since 20 Dec, 2007

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