whiteheat's Recent Forum Activity

  • Pretty good stuff!

  • Very nice example! I've never messed with picking instances or IIDs or anything, so I'm still having quite a bit of trouble making this work with multiple lasers going at once. Can any of you help me figure it out?

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  • Just so I understand, you want it to jitter more frequently than it is now? I see what you mean about the sporatic jumps. You're trying to make the aiming reticle jitter all over, to simulate difficulty aiming, right?

  • What would need to be done to make this system work with multiple lasers? In my game the lasers are in the environment, and damage the player if he crosses their path.

  • Yann, very nice!

  • Hey, glad it helped somebody! And you're right, I'll post in in the tutorials section today.

    EDIT: Actually, I think something like this would fit better in the "Your Creations" forum.

  • Thanks Zero, that's perfect! My game shall soon have awesome lasers :D

  • Sam, is there any chance we can get a capx for that example so we can see how you did it? That's actually perfect for a project I'm working on, as well.

  • I've been working on a camera system similar to what you're describing here, and I've finally landed on a solution that works for me.

    I made a simplified version as an example Capx. It's a little complex, but I tried to annotate the example so it would at least make some sense. Let me know if it helps, or if you have any questions.

    Metroid-ish Camera System -- Example CapX

  • Yeah, that's pretty much the accepted way -- have a seperate layer for all the HUD elements that stay in one place. Good job figuring it out!

  • See if this is more what you had in mind.

    Basically, I gave your character a boolean for when he's attacking, and then the other animation events only trigger if he's not currently already attacking.

    GAME

  • Sorry to bump this old thread. This is perfect for the project I'm currently working on, but not exactly in its current form. What parameters do I need to tweak to adjust the speed at which the follower travels? Right now it is far too slow compared to the player's average speed, and so as soon as the player starts moving he leaves the follower in the dust.

    EDIT: Nevermind, I figured it out -- giving dt a multiplier in the lerp formula.

    Now I've got a new issue, though. My character accumulates more than one of these followers over the course of the level, but as soon as they begin following him they each take the exact same path, so you can only see one. Is it possible to get them to all follow slightly different paths so you can see each one?

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whiteheat

Member since 22 Nov, 2011

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