Sup with that?'s Recent Forum Activity

  • Like move the viewport? You can add actions such as Scroll to object/Scroll to position in events (also under System category). You can also give an object ScrollTo behavior which will automatically make the camera follow this object.

  • Anything really, you can do On Start of Layout -> Set layout scale, this will change the scale immediately when the layout starts.

  • In the editor or in the project at runtime?

    For the editor, go to the View tab and there are zoom options.

    For runtime, add action System -> under Layers & Layout -> Set layout scale

  • You can theoretically animate it by making it change tiles at runtime using events. Haven't dabbled in it myself so can't say how feasible this is.

    Would be nice to have a full on animation, though.

  • Hmm, that's what I figured. Oh well, thanks!

  • The answer seems to be no but I figured I'd check first. Perhaps this can be a feature suggestion if it's at all possible to implement.

    Anyway, is there a way to apply the wrapping function of the Wrap behavior to other behaviors? So for example, have Pathfinding walk off the edge to wrap to the other side to take a shortcut? Or have LoS behavior spot an object on the other side of the layout by looking towards the edge?

  • Even a sprite should hold up pretty well to stretching in this case. You can make the laser sprite e.g. a 10 x 10 pixel box with a horizontal gradient. That way, since you're only stretching it vertically, the gradient should remain consistent without getting diluted or some such.

  • I've puzzled over this myself and eventually scrapped my attempts because they seemed like more trouble than it was worth, so this is purely theoretical, but... perhaps you can try making a "split screen" effect (first example I could find, might not be the best) in combination with the teleport-wrap that SimoneT describes.

    What I'm thinking is use the split screen effect on either end of the level to show what's happening on the opposite end. This way even if the player is e.g. being chased by an enemy and teleports, you can still see a "reflection" of the enemy on the other side, so it looks like a seamless transition. There could still be issues like for example an enemy not reacting to the player when it should because it's just a reflection and not the real thing, but maybe you can make a workaround for the AI or something. Anyway, haven't tried any of this personally but it sounds nice on paper.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Seems like the most flexible method to me tbh. Did you have something particular in mind that wouldn't work with it?

  • You could have shooting animations for every possible height

    Nah, what else you can do is have a laser beam object together with every turret and toggle its visibility on/off when it's time to shoot. Then you can adjust the height of the laser so it stretches from the floor to the turret.

  • I don't believe so, you may need to use two different SpriteFont objects and switch between them.

  • You could potentially just make the laser beam a part of the turret. Have a default animation and a shooting animation with the beam, and switch between them as needed.

Sup with that?'s avatar

Sup with that?

Member since 30 Aug, 2010

None one is following Sup with that? yet!

Trophy Case

  • 14-Year Club
  • Forum Contributor Made 100 posts in the forums
  • RTFM Read the fabulous manual
  • Email Verified

Progress

17/44
How to earn trophies