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    this is exactly what i want!!!!!!!!!, thank you so much for your help!!!!!!!!!

    Hah you're welcome! I think I commented it pretty well, but let me know if any of it doesn't make sense.

  • Add the sine behavior to it. Now use lerp to move it smoothly and constantly toward a specific point relative to the player. My example below will give you smooth and floaty movement that is relative to which way the player is facing.

    Here is a working example of it with no plugins and just a few events: https://drive.google.com/file/d/0B4Cyki0BEAFdNUxmMzJEYTNWT0E/view?usp=sharing

  • It was browser-specific last I messed with it. Either IE showed a clear background and Chrome showed trails or vice versa. I think nw will show trails.

  • No. I actually thought about saying in the other post I wasn't willing to downgrade It's easier for you to just spend 45 seconds getting the update at the bottom of the page. I promise the beta release isn't scary or weird.

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  • Okay, I made a quick and dirty version really quickly. There are a few things I did that are easily expandable to make your game more convenient to make later. Check out the container under "base" for instance. I didn't use the turret behavior since it wasn't necessary. It was just as easy to omit it and do it through events. I also visually added (an ugly) boundary so you can see where the turrets are activated. It's all run off of the mouse position, but it's just as easy to handle it with other objects. You can (and should) set the boundaries based off of variables that you control with your objects in-game, but that wasn't necessary for such a simple example.

    Check it out

    It's made in r210 of C2 I think.

  • I was saying to cut out the turret behavior altogether since you have different visuals anyways. Just create a bullet at that specific image point on the visual element. If you don't know how to use image points, check it out in the manual.

    Try spawning your bullets at image point 0 of your object, though, if you insist on using it. Hopefully you haven't moved that so it should be right in the center.

  • A screenshot might help, but this sounds more suited to a bullet object. Whenever you want, create it at your position and angle it towards the player in the same event.

  • You either need to make your player solid too or use a behavior like 8-direction or platformer that interacts with solid objects.

  • My guess is you need to go to the properties for your layout (just click on an empty space in the editor while on that layout and see if "Unbounded scrolling" is set to Yes or No. That should solve it unless you have something else funky going on.

  • You're probably on the "Inspect" tab, which shows EVERYTHING. Click on the "watch" tab and it will return to normal framerate. Click on the eyeball next to the things in Inspect mode you want to keep track of in realtime and then switch to Watch to see it in-game at the correct framerate.

  • "else" is the basic way to do it, but why not just a simple cooldown variable? Whenever you do your menu 'action' just set the cooldown variable to like 0.5 (and subtract dt from it whenever it is over 0). Then another menu option can only be called if cooldown = or less than 0.

  • Off hand, my best guess without seeing the project is that your player is outside of your level boundaries. Set scrolling to unbounded in the layout properties. If it then scrolls to your player, this is the case. This would mean you need to increase the size of your layout.

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C-7

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