Nimtrix's Recent Forum Activity

    Here's a way:

    circularMovement.capx (r99)

  • "Is boolean instance variable set" is the one you're looking for. Normal condition is true, inverted condition means false.

  • How about using the "Pick nearest" system condition?

  • Here's one way to do it:

    stepMovement.capx (r99)

  • I don't see any "crazy bouncing" using the solid behaviour:

    Michal11.cpax

  • If you set the variable every tick, it should always contain the object count, I don't see why you need to set the initial value. But you probably don't need to use a variable for this though, you can use "System: Compare two values" and check if "object.Count <= 0".

  • Drop the anchor behaviour and put your HUD on a layer with parallax 0,0 instead, that should take care of it.

  • I got the wall glitch after some more testing. It should be fine if you change the condition to "Is overlapping" instead of "On collision" and make the wall a bit wider.

    To add the speed of your character to the bullet speed, just set the speed to "Projectile.Bullet.Speed + Player.Platform.Speed".

    For the scrolling, it depends on where you want the limits. But to scroll to your character you just do "Every Tick" and "Set scroll position to (Player.X, Player.Y)".

  • Why do you want to use an array? The "For each object" loop keepee mentioned should do the trick. It will loop through all the instances and apply the action only to the objects that meet the conditions.

  • 1: I couldn't get the bullets to pass through anywhere, so I don't know what you mean.

    2: Your character's max speed is greater than the speed of the bullet, you should either speed up the bullet or slow down the character. You would run past bullets in real life as well, if you were faster than them.

    3: Instead of using the ScrollTo behaviour, use the system actions "Scroll to position" and "Scroll to X/Y". To limit the scrolling, all you have to do is compare two values and input "ScrollX" or "ScrollY" to get the current scroll position.

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  • You probably wouldn't notice any difference. But just controlling the X and Y should be less performance heavy as far as I know.

  • The jittering buttons was a bug in r96, fixed in r97 if I remember correctly. Just to double-check, are you sure you're running the latest release?

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Nimtrix

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