Masy3d's Recent Forum Activity

  • Problem is Fixed

    There's was a single "gap" on initial spawn between Platforms that I placed in the editor, and ones that got spawned.

    I moved "event" that spawn platforms above "event" where I set bullet speed and looks like it fix problem completely.

    Thanks a lot for your help, now I can move forward with my project

  • I tried to fix it guys but I'm running out of ideas, plus I'm unable to use families as I have only free version of Construct atm, and I'm a newbie with coding/scripting

    I'm attaching example of my problem in a link. If anybody can make it working (without a gaps between sprites) it would be highly appreciated.

    [quote:210b6nas]https://www.dropbox.com/s/x442hg4wngyyphd/SpawnSprites.capx?dl=0

  • Pixel Rounding is set to ON

    Sampling set to Point

    I played with those settings and I'm getting same bug

    Thanks

  • I did this:

    PlatCounter | Set X to self.X+128 (as with "Minus" it send my PlatCounter object "out of" the screen and spawn sprites every tick I think)

    With above formula my spawning reproduce same bug with a small gap. So no improvement unfortunately,

    any other ideas?

  • I'm working on the endless runner game, and as "floor" I'm using sprite image with animation frames.

    I have a problem with spawning those Sprites (with Bullet Behavior) without a gaps between.

    I want them to be exactly snapped every 128pixels.

    Any idea how I can fix this or what other method I should use rather than sprites?

    Thanks for your help in advance.

    Here's my code example and screenshot with a problem.

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  • I just tested Normal and Hard difficulty level, and I manage to make clean laps without releasing Throttle (Monza), need to use brake/ lift of throttle only when "racing" other cars. But their racing line and behavior are far from perfect at the moment and they actually a pain to race with.

    On the test track I need to brake on "U" shaped corners, there is a strange feeling that car loose its grip depending on how long I hold turn key (without throttle at the time)

    Also you need to work on a collisions between cars as well I think, as now it's breaking the experience. Too much slow down per "bump". Also on some "hit" angles cars should carry on speed without slow down (when you bump side to side for example).

    things I will change

    • At the moment you have 3 difficulty levels, maybe to make it more "cool" let player to choose different spec cars (more power/less grip etc that will represent Easy, Normal, and Hard levels... basically same thing just represented in more fun way I think.
    • What about changing camera position slightly so you can see more stuff ahead of car instead of having a car in the center.
    • Think about adding tyre marks to your tracks, to let player know about braking points, racing line etc.
    • Car slowing too much when on the grass/off track, it is frustrating, To penalize player I would slow down slightly but add something like a damage to a tyres to reduce grip level. you go off many times so you damage tyres more and will lose anyway.

    I don't know how complex you wanna make it so you may find this stuff irrelevant for your project.

  • I like the idea of classic Grand Prix arcade style racing game.

    Here's few points I found that could improve your game.

    • Adding some "sliding" to cars when going through corners would be cool, as those cars were well know to lose grip on exiting of corners. You have it implemented when on grass so maybe experiment with grip level on tarmac as well.
    • Controls could be designed in different way, personally I would just use Arrow keys for what you have so far.
    • I finish a whole race without using a brake and won it. And for arcade game its good idea maybe add a bit more deceleration when releasing Throttle button.
  • Hi guys I'm new to this forum and to Construct2 and I hope somebody can help me with my problem.

    I'm making Moon Patrol remake type game and I have a problem with Enemies behavior.

    I Spawn enemies every "X" Seconds (their follow waypoints) and after some time on the screen I want them to leave it by going up off the screen and get destroyed.

    I was thinking to add something like a "FinalWaypoint" of the screen, but how I make Enemies to go there?/ stoping them following "First" set of waypoints.

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Masy3d

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