LittleStain's Recent Forum Activity

  • I guess the problem here is the position x and y of your effect..

    Seems like they are based on screen(window)-coordinates, rather than project coordinates..

    So to scale the effect you should move those coordinates..

    Not sure what you want though..

    If it's the middle of the screent, it would be simply windowwidth/2, windowheight/2

    If you look at the preview of the effect provided in the thread and scale the window (browser) manually, youll see the same issue..

  • > Pin position only and set the sprite-rotation through event/action?

    >

    > So something like:

    >

    > System every tick

    > > sprite set angle : round(pathfinder.angle/5)*5

    > > sprite set frame: round(pathfinder.angle/5)

    >

    > Should work if 0 degrees is frame 0, 90 degrees is frame 18 etcetera..

    >

    I have pinned position only, but like I said, it's not the sprite object that is the issue. Ignore the tank sprite, it's the green box I've got an issue with. The pathfinding object is a Construct 2 object square filled with green color, practically a "vector". When I right-click on a place, it will rotate towards the point and move, and additionally rotate on its way. The angle can be changed as low as 0.0000000000000000001 degrees, but I want it to rotate 360 degrees but snaps to 5 degrees per rotation. In other words, it can only rotate in 72 directions, rather than the 1 million tiny pixels it can rotate to.

    Pay attention to the number here:

    That is the angle of the green square. Don't mind the tank sprite, I know how to fix that. What I need, is that green square to snap the rotation, so it doesn't land on something like 83.546654896046809 degrees, but snaps on 80 or 85 (like the tank sprite does - but again, ignore the tank sprite).

    Ok..

    I'm sorry, but I don't understand why that would be important..

    But if you really, really have to, you could do it by using bullet behaviour for the movement and only use the pathfinding behaviour for the pathfinding..

    Like in this example:

    Pathfinding in circles

  • Just looked at a video for kirby wing:

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    A combination of animation, rotate and bullet should do the trick..

  • going straight down could be done with bullet behaviour, right?

    Now the semi loop..

    What do you want it to look like?

    Could it be done by creating a sprite, pinning to it and using rotate behaviour?

    It's all about creative thinking, how do you make it look right?

    It might even be easier to create it with half a sine movement..

  • Pin position only and set the sprite-rotation through event/action?

    So something like:

    System every tick

    sprite set angle : round(pathfinder.angle/5)*5

    sprite set frame: round(pathfinder.angle/5)

    Should work if 0 degrees is frame 0, 90 degrees is frame 18 etcetera..

  • > What part do you have difficulty with?

    >

    > The movement, the animation, the disabling of controls?

    >

    Just the movement at the moment.

    You create the movement, right?

    What should the movement look like? (It's all visuals)

    Could you recreate it with, sine-behaviour, bullet-behaviour, rotate-behaviour or any other behaviour or is it nescessary to program the movement through event/actions?

  • The link is wrong..

    Says I need permission from the owner to get to the file..

    I always use this for movement and animation:

    Easy keyboard setup capx

  • Would be nice to know what "Doesn't work" means..

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  • What part do you have difficulty with?

    The movement, the animation, the disabling of controls?

  • korbaach

    Beautiful!

  • A loop is run completely in one tick..

    Can't get any faster, I think..

    That is, if several thousands of objects should be created at the exact same time..

    I don't think the several thousands of objects will be on the screen at the same time, so maybe you could split it up..

  • This works for me:

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LittleStain

Member since 26 Apr, 2011

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