prawnsushi's Recent Forum Activity

  • Je pense que c'est normal.

    If everyone here were writing in their native tongue, how could we help each other out?

    [quote:202yr8mi]

    The events order things is weird, but anyway, if it works I won't complain.

    It's true it appears more logical to put them in numerical order. But then, like i said, all conditions will be true, one after the other. But on screen, you will only see the last result : the brick disappears, because all actions are performed ultra fast. Like superman reading a book xD

    [quote:202yr8mi]Thank you for helping!

    NP, it helps me to learn Construct too

  • [quote:29r6cd7w]Hey, toi aussi t'es francophone?

    De la t?te aux pieds!

    [quote:29r6cd7w]'Til now it works! Thanks a bunch!

    ...I didn't know 'pick closest' condition...

    Heh, that's cool You got a hell lot of events in there, though !

    And it wasn't working because, you wrote them in order '1,2,3...", and from what i've read around here, events are executed one after the other. In your case, 0 was true, so you switch animation to 1. But then the next event (animation is 1) is true too, so it switches to anim 2, and so on... I've seen a similar case around the forums here So all you have to do is reverse the events...

    [quote:29r6cd7w]Though, I don't see how I could use families. Since there are three kinds of brick, and that each of them is destroyed after a different number of hits, I think it'd be hard to get family events to work properly. :-/

    Actually, i don't know either Haven't tried it in your game. It's probably OK the way it is now, as long as it works, it's ok I guess XD

  • This will be a nice game

    I'll just say this :

    If you stay on the platform before the boss, it will detect you and come underneath, and then you can kill it very easily by shooting downward...

    Wouldn't it be better maybe to make him destroy that platform or something?

  • [quote:1x9ulwzl]funny fact: move your mouse around the screen like madman and see what the ship does when trying to follow the mouse cursor

    peppy : Do a barrel roll.

  • Erm, i noticed a bit late that your animations used numbers as names....

    So you can just set a private variable (hitme = 0) and increment it :

    + Balle: On collision between Balle and BricBrique
        + BricBrique: Pick closest to: Balle.X, Balle.Y
        + BricBrique: Value 'hitme' Less or equal 5
            -> BricBrique: Add 1 to 'hitme'
            -> BricBrique: Set animation to BricBrique.Value('hitme')
        + System: Else
        + BricBrique: Value 'hitme' Greater than 5
            -> System: Add 1 to global variable 'briques'
            -> BricBrique: Destroy[/code:1dkfn2fp]
    
    And probably you could use families too, that could save you a lot of events...
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  • Tulamide to the rescue!

    Thanks, it's a bit more clear now

    When i see such expressions , my brain just stops working...

    Next time i'll just put these expressions in a text object at runtime and see what happens...

    Thanks again Tulamide

  • + System: Always (every tick)
    -> sun: Set Y to clamp(.y,23,200)
    -> Sprite: Set horizontal skew to [b](sun.y/70)[/b]*(Sprite.x-sun.x)
    -> Sprite: Set height to [b]178[/b]-(Sprite.y-sun.y)
    -> sun2: Set opacity to lerp(70,0[b],clamp((sun.y-100),0,100)/100[/b])
    -> Sprite: Set opacity to lerp(70,10,[b]clamp((sun.y-100),0,100)/100[/b])
    [/code:3uddm35y]
    
    Nice, but i wonder how you come up with such things as "clamp((sun.y-100),0,100)/100". Why sun.y-100?
    
    Also, i know you didn't write all this code, but why is the shadows height set to [b]178[/b] ? random value?
    what about skew with sun.y /[b]70[/b]?
    
    This is making my head spin... also, i suck at maths, and that really doesn't help me at all here lol
    
    Thanks
  • Thanks Rojo

    I didn't understand the expressions there so changing the layer effect was my 1st thought :p

    Looks better your way though hehe.

  • Salut !

    It will work if you reverse the order of the events.

    i removed the wait object and rearranged the events like this instead :

    + Balle: On collision between Balle and BricBrique
          + BricBrique: Pick closest to: Balle.X, Balle.Y
                + BricBrique: Animation "5" is playing
                         -> System: Add 1 to global variable 'briques'
                         -> BricBrique: Destroy
                + BricBrique: Animation "4" is playing
                         -> BricBrique: Set animation to "5"
                + BricBrique: Animation "3" is playing
                         -> BricBrique: Set animation to "4"
                + BricBrique: Animation "2" is playing
                         -> BricBrique: Set animation to "3"
                + BricBrique: Animation "1" is playing
                         -> BricBrique: Set animation to "2"
                + BricBrique: Animation "0" is playing
                         -> BricBrique: Set animation to "1"
    [/code:3umkpfdo]
    
    Indented "+" events are sub-events.
    
    it seemes to work ok... edit : but someone may know a better way (surely, i ain't a programmer lol)
  • Alisia Dragoon :

  • Looks very cool I'll probably use it!

  • If you look carefully you'll see the picture, but it's very light.

    Set the layer to multiply to see what's happening.

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prawnsushi

Member since 25 Oct, 2010

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