Sup with that?'s Recent Forum Activity

  • Hmm, I suppose I could use a sprite and loop to draw the lines, but in that case I'm not sure how to make the lines "dynamic" if need be. For example if the line is between points A and B and point B is moving perpendicular to A, the line would need to change in length/angle.

    For now I'm mitigating the off-center effect of the Tiled Background by playing around with image points, I was just wondering if there's a better way to do this.

    Just to be clear I know how to draw the line, I just want the line to be dotted instead of solid.

  • Took a break from C2, now I'm back and seem to be blanking on something that sounds easy enough.

    So, how do I draw a dotted line from point A to point B? I'm using it to indicate waypoints for an object so the dotted lines will vary in length, but obviously the scale of the dots in the line shouldn't change. I made a passable imitation using a Tiled Background object, problem is that it has no image point so it looks off-center. Not too noticeable with thin lines but gets progressively worse the thicker it gets.

    Anyway, is there a way to do this?

  • You can have a look at the default Template: Physics Catapult file, it sounds fairly close to what you're after.

  • You can potentially do this by making different bullet objects for different levels of turret. So something like,

    On Turret shoot

    [sub-event] Turret lvl=1 --> Shoot Bullet1

    [sub-event] Turret lvl=2 --> Shoot Bullet2

    etc.

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  • You should be able to do this by adding a "Not touching Object" condition to the event.

    Tap background + Not touching Selectable --> Deselect

  • In that case maybe run a check to compare the variable to the number of shield objects for when it's time to spawn them.

    Shield.Count < GV Shields --> Spawn Shield

  • You might be able to get away with just a "Trigger once while true" or a "Start of layout" condition followed by a "Repeat X times" sub-event, unless I'm misunderstanding.

    On start of layout

    • Repeat [GV Shields] times --> Spawn shield

    This way the loop only runs once at the start. And yeah, you'd need to save your Shields value if you want it to persist after you close and reopen the game.

  • Well yeah, what I mean is, a movement similar to forwards/backwards, except instead of moving an object back and forth on the object's angle, it moves it side-to-side perpendicular to the object's current angle. So if the object is facing right, it moves up and down, if it's facing up, it moves right and left, etc.

    It just seemed odd to me that there's a backwards/forwards option that takes into account an object's angle, but no side-to-side equivalent as it looks like a natural next step.

  • This could be a suggestion I guess, though really I'm just curious if there's a particular reason for it. Sine behavior parameters include all kinds of options from X/Y movement, to angle and value. And then at the end there's Forwards/backwards movement... but no side-to-side movement? Seems like it should naturally have been added with forwards/backwards, so was it omitted?

  • I was afraid of that. Guess I'll try splitting the tileset into several tilemaps and lay them on top of one another.

    Ta!

  • I've got a Tilemap object that uses rather large tiles. An individual tile does not exceed the 2048 pixel limit, but the entire image that I import into the Tilemap object does, hence I got the warning message. So... does this qualify as "cut it into tiles" or is it going to be a problem?

    I.e. Should I quit testing the limits and using giant layouts and tilemaps?

  • One possible solution is to make all the shadows 100% opaque, then move them to their own separate layer and make the layer itself transparent.

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Sup with that?

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