Sup with that?'s Recent Forum Activity

  • Hello all, I'm trying to make a top-down racing game where the camera follows the player and rotates with him, i.e. the player's car always points towards the top of the screen, while the rest of the world revolves around him when he turns. So of course I started playing around with changing the layer and layout angles, but this yielded some weird results. I can't seem to synchronize the player's angle, angle of motion, and angle of the world around him, so he ends up moving sideways, slipping off screen when he shouldn't be, things like that.

    Anyway, I started putting together a big long event sheet but perhaps I'm overthinking this. Is there a simple way of achieving this effect?

  • Maybe the easiest way is how it's done in the RTS example. Basically have 2 objects per soldier, one for the RTS movement and one for the turret behavior. Body moves along path, turret shoots at targets. Use the Pin behavior to make sure Turret sticks to Body.

  • Update bump:

    Tried the same thing on an iPad Mini and it seems to work fine, not even slow performance or anything. Could this be a processing power and/or memory problem issue on the older model? If so, what is it likely caused by, bad code, loading too many graphics at once, or any of these? My total images add up to ~6mb so I hesitate to blame the graphics, but who knows.

  • I'm trying to test my project on an iPad using the "Add to Home Screen" method, but when I try to load the project in Safari it keeps crashing. It will display the C2 loading bar, get to the end, wait a minute, then restart with the message "A problem occurred with this webpage so it was reloaded." Sometimes I even get to see the project's main menu before it crashes.

    I'm unsure at what point in the making of it that this started occurring, so I can't narrow down the cause easily. Has anyone experienced something similar? Is this a memory issue?

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  • If you're looking to rotate one object towards another, there's a Rotate Towards Position event into which you can plug an object's X and Y values. You can also use Turret behavior to make objects automatically target and turn towards one another.

    To make things shoot, just use the Spawn or Create object events to create bullets when needed.

  • Well, I guess it's probably easiest to start with C2's built-in examples. Just go to File>New and browse through them, in particular the ones on object behaviors.

  • I'm trying to eke out as much performance as I could in a project, so I was wondering whether a sprite with multiple animations is at all more intensive than having multiple tiled background objects which get created/destroyed as needed.

    Basically I have several (large) static background images. They're never on screen at the same time, so currently I just have a sprite object with a one-frame animation corresponding to each image, and so it'll just switch through them. I was wondering if it'd be better to instead have a tiled background object for every image and place it on the screen where appropriate. This is all considering:

    a) The backgrounds are there to look pretty, no collisions/animation/etc. required.

    b) The backgrounds are set at the beginning of the layout and otherwise won't be affected throughout play.

    So, is there any appreciable difference between these two options?

  • Well, as far as I can tell from some of my own tests, tiled backgrounds run better than repeating a sprite object, especially with large layouts. I'm not sure if tiled backgrounds have a built-in render cell feature or what, but for what it's worth that's my experience.

  • What do the event conditions look like? If it's an On Collision event then it should only count once, but if it's something like Overlapping then it could count multiple times per iteration.

  • You can probably just put all Sprite_A objects in a family and set the family to invisible.

  • Already have all those Though I tried using the Scroll effect to try and do it. Problem is, when applied to the layout the effects seem to be bounded by the edges of the view port rather than the entire layout, which can look a little strange.

  • I'm trying to achieve a kind of "seamless wrap" effect, similar to the Wrap behavior in function but visually distinct, if you will. Basically, instead of seeing the player actually leave the edge of the screen and reappear on the other side, I'd instead like the player to always be centered, never getting closer to any of the edges, and have the environment wrap around him instead of the other way around. Imagine it like traveling in a straight line around a ball, where you'll eventually end up on the spot you started without reaching an end or beginning.

    My basic idea is to have the player not have any actual movement of his own, and instead have everything else get moved around by the player's controls. Thus everything else can have the Wrap behavior and wrap around the world while the player remains at its center. Sounds like it'd work on paper, but would it be CPU intensive if there were a lot of objects on screen, all getting nudged around at the same time? I was wondering if anyone has any suggestions on how to better achieve something like this.

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Sup with that?

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