currypuff's Recent Forum Activity

  • I have a tilemap of ground/dirt where there is 6 shapes of ground where each has 4 graphical variations. What I want to know is, is there a way to choose tiles according to their number or variation so I could therefore choose 1 of the 4 variations. I know this can be done be preselecting the variation while in construct 2 but I would like it to be chosen randomly by events. Thanks for any help in advance.

  • In my game I have a crossbow type weapon that fires bolts at high speeds that are pinned onto enemies when they collide. They travel at about 3000 pixels/second, any slower and it doesn't look that good. I've tried making the collision polygons larger than the actual bolt. This however still doesn't work great as either the bolt collides and is pinned before or after it looks like it actually hits the enemy. Or if the frame rate is low the bolt will move jerkily through the air and even pass through the enemy all together. Is there a way to do like a delta time independence but with movement? Or is there any other solution to this problem?

  • For the lasers in my game I measure the distance between the start of the laser and the first solid object it collides with. I.e set laser width to distance(weapon.imagepointX(1),weapon.imagepointY(1),solid.imagepointX(0),solid.imagepointY(0)) where weapon imagepoint 1 is the point where the laser is fired and solid imagepoint 0 is usually the centre of the object. This sets the width to a bit further into the solid object rather than just on the border. Is there a way to measure the distance from the point where two collision polygons intersect? Or does anyone have an alternative to find the distance?

  • Thanks, but can you recommend the settings if I use linear for a pixel graphics game? What scale should I use for sprites as well, the pause button is 1:1 scale and the weapon button is 8:1 scale, as you can see above they look obviously different. Will 8 or 10 times scales up images slow down the game? Also any tips for using linear sampling? Also this game is being made for computers not phones.

  • Set player angle to platform.angle if player is overlapping platform. An event like this would do the trick without any new behaviors. If you want to get fancy you could try something that rotates the player over time as they approach the platform. Hope that helps.

  • Linear sampling

    Point sampling

    Pixel rounding: on

    Window size 1600,900

    Fullscreen scaling: high

    High DPI: yes

    Enable webGL: on

    Downscaling: low

    I began making this game with point sampling, i have noticed the irregular pixel size and i would like to fix it. I have tried multiple setting and have just settled for the above. Is there a way to draw images between pixels in point sampling or is there a way to remove the blurriness from linear sampling? Also i tried linear sampling with scaled up images, for example the weapon buttons are 128x128 images where the pause button is 16x16, as you can see the scaled up image of the same size is cleaner, if i use larger images will it slow processing down while it takes time to load? Thanks for any help.

  • What you could do is every: random(4,6) seconds enemy spawn bullet. That would make a bullet spawn between 4 and 6 seconds. Or when the enemy is spawned or when the game starts you could give it an instance value of random(0,6) and have a timer subtracting that value every second. When it reaches zero you could spawn the bullet and reset the timer to 6. Hope that helps.

  • What you can do is spawn a pistol sprite or play the pistol animation when 1 is pressed and then test for if the sprite is on screen or the animation playing when the mouse is clicked, from that you can fire the gun. Same with sniper, spawn or start animation when 2 is pressed and then test for if the sniper is on when you click.

  • Thanks guys, it work perfectly.

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  • If you pin the dragging object to a center pivot point with a pin with a bar setting would that work? The drag behavior would still work while pinned.

  • In my game I have small bee enemies that attack the player in groups. I want them to do x amounts of damage per second per bee, but no matter the amount of bees overlapping the player it only accounts for the damage of one bee, not 10 for example. Is there a way to count the number of sprites overlapping another sprite so I can just multiply the damage of one bee by the total number of overlapping bees. Or is there a way for every bee to do individual damage on the player? All I have tried is; (bee) overlapping (enemy), every (1) seconds -> (enemy) subtract (x damage) from ( health). I don't get why this doesn't work, but I haven't tried much. Thanks to anyone who can help.

  • Thanks, I found what I was looking for. For anyone wondering how to do this I spawned a scorch mark sprite with the explosion, the scorch sprite had a blend mode of 'source atop'. Anything that was on the same layer as the scorch would have the intersection imposed. Anyway thanks again.

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currypuff

Member since 20 Jan, 2016

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