Magistross's Recent Forum Activity

  • It's a bit problematic when an object spawn an instance of the same type. Try using the "Create object" system's action, it ought to solve any picking problem. However, if you need to spawn multiple object at once (many "spawner" that spawn in the same tick), you'll have to use a for each too.

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  • I believe the fact that you used a third party plugin is what is stumping others. For my part, I went ahead and downloaded rexrainbow's rotate plugin. Try removing such plugin next time before you ask for help, it might speed up the process a bit.

    For your problem, there's two reasons why your bullets are falling behind. First, the "Destroy outside layout" is inappropriate for this situation, since you are rapidly exiting the layout, that's why the bullets disappear after a while and seem to stop spawning. Second, the reason why the bullets seem stationnary is because they are actually travelling at the same speed as the ship ! Try adding some speed to the bullet behavior and it should work ok.

  • First use LayerToCanvasX/Y to get the screen coordinates, then use CanvasToLayerX/Y to get the corresponding layer coordinates for another layer.

    Like this : [attachment=0:1gkfpvxj][/attachment:1gkfpvxj]

  • How about a simple distance check ? You will have to use a "for each spear" though to use the distance() function.

  • AJAX can save data, and that's actually your only avenue of saving anything on a server. You might have overlooked that important part in the manual. Look it up, it's the "Post to URL" action.

  • Here's korbaach's capx amended to reflect what I said.

  • You are adding 3 times the value to the value itself, so you get 4 times. Then 16, then 64... What you have to do is use "Set value".

  • Use LayoutHeight - Player.Y, if by bottom you mean the bottom of the layout.

  • In case people are interested, here's my "placeObjects" example with basic clockwise rotation added.

  • Ah, I thought you had trouble getting it to work, but you indeed got it working pretty good. Just so you know, there was no need for the sub-event at line 35, you can put all those conditions under 34 and it will work too.

  • Care to share your capx ? It'll be easier to help you.

  • Pick by evaluate would have been easier.

    On bullet collision with enemy

    +pick all enemy

    +pick enemy by evaluating distance(enemy.x, enemy.y, bullet.x, bullet.y) >= 50

    -> Do splash damages to picked enemies

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Magistross

Member since 4 Jul, 2011

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