zyblade's Recent Forum Activity

  • The resource plugin works fine, maybe you're doing something wrong?

    Using outlined font with that plugin would be a solution. Can't help you further :/

  • Try this and look into the font example.

    Then just google

    edit: And btw, if you increasing the font size, outline will look better on thickness: 3.

  • Try this effect:

    colored outline

  • Good, I will consider that in my current/future projects^^

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  • Thanks you for that. Is the "or" function in general a bit bugged, or only if you use it wrong?

  • Could you please explain, what you want to achieve?

    Maybe I could suggest an alternative, but I need to know, what kind of game and effect you want to have.

  • zyblade Thanks for the example. I considered the path movement option, but it won't work for my purposes. I don't want the enemies to have a fixed path. I want the enemies to be able to thrown off of their platform and attach themselves to wherever they land and continue moving.

    link

    With following layer if too close^^ and moving back to path, if you are too far away from the enemy.

    I didn't pay much attention to setting up the path movement exactly.

    This is just an example and it could look much better if you rearrange the path.

  • And like that?

    edit: ops, didn't read Juryiel's post entirely^^. Well, now you even have an example .cap of his suggestion.

  • The solution again is the "force bone repositioning"!!!

    I'll added this one just above the bullet creation action in the same event where the bullets spawning^^

    Yeeeeeah, finally ! <img src="smileys/smiley4.gif" border="0" align="middle" />

    If someone has similar problems, I added the solution also in the first post in my demo. works fine now.

  • The only thing I'm now wondering is, how to fix it, that, when the bone behavior self moves the gun a few pix up or down for more realistic movement and aiming while the mouse changes his angle, the imagepoint won't change :/ And the bullets will come out below or above the gun in special angles.

    edit: reuploaded the .cap with a the new issue^^. I ripped his head off, so you can see better what I mean.

    Toggle the event with sprite 6 on/off to see it will happen or not.

    edit2: wth "bottleneck'd" means xD, glitched up?

  • Just in that moment you've posted, I found out, that the action "force bone repositioning" exact does remove that lag. But insteat of puttnig it at the end of the event sheet, like the wiki says, it only works, if I put it previous to the other bone events. But thanks for the hint!

  • I just found out...that I have to put the platform behavior first and then add the bone behavior.

    The question now is, how to switch re order of these, without(!!!!) deleting the bonebehavior with its all finished animations :C?

    edit: found some interessting thread here

    It's from 2009, is it hard to implement some function to rearrange the behaviors? I really spend hours to make the animations with the bone behavior :/

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zyblade

Member since 22 Mar, 2011

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