Borgi's Recent Forum Activity

  • Or you can also you can compare the angles after you round them, that sounds a lot more simple.

  • Really nice!

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  • The Angles you set from the editor might not be that accurate values. As I could check it in debugger, the lower LBGShape was like 90.000000SOMETHING degrees. Try checking if the angles are equal with abs(Lshape.Angle - LshapeInBg.Angle) < 0.1

    And I find that checking with overlapping with that huge offset is too much. I would not use that, because it usually 2 of the LBGShapes are picked. I would suggest you to use simple overlap instead. But I think the main problem was the angles, you can figure the rest out!

    Good luck!

  • I think you should create the two new obect, before you destroy the old one. In this way you can set up their angle depending on the old object.

    Something like:

    -objetctA is killed

    • > create objectB

    -> set objectB.angle = objectA.angle + random

    • > create objectC

    -> set objectC.angle = objectA.angle + random

    -> Destroy objectA

  • +1

    I am curious too!

    All I could do to copy the tilemap and change the iamge of it and put it under the original and I switched the visibility of the original to achive soemthing like that. But this solution is unconfortable, bad, ugly and I am sure doing these on all of my layouts are wasting a lot of resource.

  • Send a link in PM, if you can not let me know I will send you my email in PM

  • When this condition is true:

    Bullet -> On ovelapping with Enemy

    There might be two enemies overlapping with it, and you hurt both of the in the actions.

    You should pick one of those enemies, for example, add the following condition to the overlapping one:

    Pick Top Enemy (It is in the Z order)

    and now only the one will hirt which is on the top.

    There are other picking tools also -> Pick nearest, Pick nth

  • I really liked the paralax backgroud too, especially with the clouds.

    The motion blur effect on the spaceship is also great!

    I liked how you do not shoot when there are no enemies on the screen, gives a bit more standard shmup feeling.

    Good job!

  • You can have different animations for different directions and use the "Set animation action"

    Or if you just want to use the same animation, you can use the "Set flipped" or "Set morriroed" or "Set angle" actions

  • I am sure you can not do it here _as_ simply like in Unity.

    You have to build up your whole game world in isometric "view".

    You can set up the grid system to help you.

    Or build up the level from for example xml file and place the obect where they should be in the isometric "view".

    https://www.scirra.com/tutorials/1169/b ... projection

    http://clintbellanger.net/articles/isometric_math/

  • Can you please resend it as a capx (File -> Save as single file) some files are missing, and I can not open it

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Borgi

Member since 15 Aug, 2015

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