Smileh's Recent Forum Activity

  • This is a great stuff. Can't wait to test it on my project.

    I would like one addiction tho. It needs some layout transition whenever the camera switches to create the actual change layout effect.

  • Smileh did you tried the capx? just follow the pattern for the sprite. and all your problems will be fixed.

    I couldn't. Dont have the beta installed.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Even a sprite should hold up pretty well to stretching in this case. You can make the laser sprite e.g. a 10 x 10 pixel box with a horizontal gradient. That way, since you're only stretching it vertically, the gradient should remain consistent without getting diluted or some such.

    It really depends on how you create the sprite, for the idea I had in mind I'm absolutly positive that the stretching sadly wont work, specially for the animation I wanted to create. Specially for the fire laser.

  • >

    > > Seems like the most flexible method to me tbh. Did you have something particular in mind that wouldn't work with it?

    > >

    >

    > You can't stretch animations as you please. They have a height and width for a reason

    >

    man this was a fast disproved point...... yes you can stretch it as you wish, that is why is a image. and can also look good, depends on how you create your graphics, you can use also not a regular sprite, but a tiledbackground for the frame of the laser to repeat itself in length or width, however tiledbackgrounds dont have frames, so im using sprites cause its more useful.

    Demo capx enjoy it <--- has animation in it also multiple frames.

    if you want the beam to stop a platformer, just add the behavior Solid to it, and will be working as long as its on screen and blocks the blobs path.

    If I use a tiledbackground I can't animate it, that's the problem. If I make a sprite I can't stretch it and make it look good. There would be way too many different heights and positions

  • Seems like the most flexible method to me tbh. Did you have something particular in mind that wouldn't work with it?

    You can't stretch animations as you please. They have a height and width for a reason

  • Hi. I've been asking around on the forum for a few months and slowly making my first project on my free time.

    Currently I work full time in a very bad schedule; I leave home at 9.00 AM to work and I'm not home until 21.00 and then I have to do stuff, expend quality time with girlfriend and a bunch of stuff so that leaves me with just my free day on Sunday to work a few hours only.

    The project started as a parody since the main character is kinda like a pink slime that I created for my subicon back when I streamed on Twitch.tv. I found funny to bring that little fella to life, and slowly I advance into my game that now I feel that I have to create a story for this little guy to keep alive.

    The storyline is confused and I have no idea how is going to be, probably he/she might just be a "good" bacteria that will save the world from a virus/zombie plague. Maybe. Who knows.

    My plan is was to make a puzzle/action platformer but every week I change my mind a bit, so we will see how this ends up. All I have clear i that I do not want the player to have any attack animation, maybe just smashing with a super jump or something like that.

    As you can see, everything seems to be yet to be decided, but I keep going backwards and forward and slowly making something out of it. Right now I do not have any mockup level to show up so I will post stuff here then and now looking for tips, feedback and suggestions and hopefully find some motivation to keep going.

    I'm a beginner doing both "coding" (if you can say that in C2) and artwork, so I'm very limited and I have no idea what I'm doing lol.

    This is my latest addiction to the family. A roof tower. I made it shoot tiny little evil viruses (if I stick with this bacteria will save the world zombie apocalypse) otherwise I will just change the bullet and tahdah.. a brand new game!

    Anyways, here's a sneak peak I hope to keep going and post more stuff.

  • You could have shooting animations for every possible height

    Nah, what else you can do is have a laser beam object together with every turret and toggle its visibility on/off when it's time to shoot. Then you can adjust the height of the laser so it stretches from the floor to the turret.

    Could possibly work but feels a bit sketchy I would need a better way to make it work

  • You could potentially just make the laser beam a part of the turret. Have a default animation and a shooting animation with the beam, and switch between them as needed.

    Yeah but if I have different heights for the turret placing it won't look good.

  • I'm making a few turrets with different behaviours and abilities.

    I want one of the turrets to spawn a beam that acts as a barrier for a small amout of time and then disapears. How can I achieve this? I attach a small mockup of the desired effect

    I tried using bullets with different animations but I can't get it to work nicely. Any tips?

  • Various ways to do this. Here's one.

    http://www.blackhornettechnologies.com/Construct2Stuff/TimedFire.capx

    Start with an initial delay, that offsets the firing, then switch to the firing period.

    That works nicely. Thank you very much blackhornet!

  • Not sure what you mean by domino effect. 1 then 2 then 3 then 4 and repeat?

    Exacly. One after each other creating a sequence. Or even 1 and 3 shotting at the same time and 2 and 4 at the same time.

    Because the timer wont create a sequence like I would like to have. I might have 4 turrets shotting at the same time, sometimes 3, sometimes just one, depending on the timer.

  • Explain what's missing.

    blackhornet

    Here's the example given in this thread applied to my game.

    The numbers represent each Tower Timer. As you can see, it doesn't work as expected, since it doesnt follow the timer as it should and the most imporant stuff: It shoots random NON-TIMED bullets.

    The real bullets should be the blue ones, since they're the ones which I set the animation too. The other ones are being created randomly I have no idea how, since the ones I'm creating are set to the blue animation.

    Also as you can see I set the degrees to 90, and it has been working in all my examples, but not on the example given. Not to mention the fact that using a behaviour to control something is not as effective as controlling it through events.

    EDIT: Added For Each on the On Timer and it seems to fix some of the problems.

    Furthermore. I think what I want to achieve is more like a Linear shooting. Something like a domino effect. How can I achieve that?

Smileh's avatar

Smileh

Member since 22 Jul, 2015

None one is following Smileh yet!

Connect with Smileh

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies