LittleStain's Recent Forum Activity

  • If you could tell me what your system is and what you percieve to be a superreward, maybe I can help.

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  • the turret behaviour automaticaly sets the right bullet direction on shoot so setting the bullet angle conflicts with the behaviour. Actually the turret behaviour uses predictive aim, so the bullet will fly to where the enemy will be if he keeps moving in the same direction at the same speed.

  • What is the benefit of doing it in a different way than the intended one?

    Why try to make it work this way when there is a perfectly good solution to do it that is not only easier, but also less prone to unwanted behaviour?

  • The collision polygon is used to define the outside of a sprite, you are trying to bounce of the outside, but inwards, that is obviously a strange thing to do, bouncing into a solid object.

  • Doesn't work very well in portrait mode though.. Will work on that after the weekend..

  • When you use the search, there are many topics with as many examples of implementation, pick one and adjust it to your needs.

  • Could you explain how you have your events set up, for the way I would choose to do it Paralex wouldn't have any effect on it.

  • create a sprite with bullet behaviour

    every x seconds - enemy spawn sprite.

  • choose(-(random(x)),random(x))

  • You probably have conflicting events setting your animations.

    something like :

    • if a is down set animation to left
    • if a+W is down set animation to up

    so every tick the animation is set to left and then to up

    which makes it seem like the animation isn't running

    There are many ways of solving this, you should make sure it's impossible for both events to be true.

    You could add a condition w is not down to the if a is down, that way it only triggers if a is down and w is not so that if a is down and w is down only the other event triggers.

  • The issue here is using a 2D game engine to create a 3D effect.

    Perspective transform isn't easy to fake. especially when it's 3 point perspective like in your picture. Easiest way would probably be to fake it with animation. so if angle is 1 - set image to 1. but this would take many images. Maybe instead of using a round sprite you could try with just the stripe that shows the angle and set it's length depending on angle to keep it within the boundries of your knov-picture.

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LittleStain

Member since 26 Apr, 2011

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