xeed's Recent Forum Activity

  • Hey Mates <img src="smileys/smiley1.gif" border="0" align="middle" />

    anyone has a solution for setting the keys to control player(s) about options?

    for the keyboard object, i always need to enter a static key to perform an action.

    thanks and best regards ^^

  • this is a logical problem. 2 solutions:

    1. use physics instead of solids

    2. safe pre-position of object in temp value, and reset after collision positive.

    best regards :)

  • many thanks :)

    Yann: yes, found this thread before few hours, and just made it through the line-of-sight solution, which seems to be fastest and free of bugs.

    <img src="http://construct-games.de/wcf/attachments/public/solution.png" border="0" />

    best regards :)

  • sorry for pushing the thread,

    the only problem is, how do i "connect" the invisible bullets to a specific enemy, so that only the one turns around to the player?

    <img src="http://construct-games.de/wcf/attachments/public/problem.png" border="0" />

    this one does not work ..

    any help appreciated <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi nothing,

    1. you should always destroy unused sprites.

    2. text sprite is a simple text, while text box is a box where you can write own text during runtime

    3. scirra.com/tutorials/67/delta-time-and-framerate-independence/page-1

    regards <img src="smileys/smiley1.gif" border="0" align="middle" />

  • anybody tried with a second mouse and / or controller?

  • thanks for the discussion.

    didnt find a working solution yet. i want the enemies also to view at the player only (angle) when there is no object of a specific family (BlockedObjects) between them. that makes it a bit harder to create the event group "sightCheck".

    currently, i spawn invisible bullets for each enemy every 0.1 seconds, and set the angle of the bullet manually towards the player.

    then i set the angle of the enemy towards the player, only when he is hit by the invisible bullets spawned by the specific enemy.

    anyway, this does only work when the player is overlapping an enemy. no idea why.

    the invisible bullets are destroyed on BlockedObjects and outside screen. i cant recognize a real performance decrease.

    do you have an idea how to solute this, maybe a capx?

  • Hey,

    it is not really a bug, but an error, i guess.

    got an instance variable type:text. I can choose this variable when selecting "add to" or "subtract from".

    is this wanted?

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  • i mean the uid. of course they are dynamic, but when using multiple instances of an object "pre-created" in the layout editor, before starting the project, is there any way to find out the starting uid of them, to access the value in the event editor?

  • just some solid objects between the enemy and the player. if there can be drawn a "line" between both, he is seen...and the enemy will shoot ;)

    platform or 8-direction doesn't matter.

    naelian: thanks, the bullet test should work. i just thought of a behaviour available which solves that without additional objects.

    thanks all :)

  • Hi again,

    how can i see the ID of an object instance directly in the editor?

    Thanks and best regards

    xeed

  • guess you should set the new value, instead of adding it.

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xeed

Member since 15 Jul, 2011

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