barc0d3guy's Recent Forum Activity

  • Okay, first you'll need to save the target object. You can do this by storing the picked object's UID in a variable. Then it's just a matter of rotating the missile towards the picked object. The simplest way would be with the "Rotate towards position" action.

    Here's a .capx to illustrate: HomingMissile.capx (r99)

    Thank you so much Nimtrix that was exactly what i was looking for.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • It's pretty easy to do with events, no need for plugins. But you'll have to explain in a bit more detail than that, there are many ways a projectile could be guided.

    i want to be able to lock my aim on an the object i want to shoot..and then when fired...the projectile should follow the locked object and destroy itself and the object on collision.. i am trying to make a capx..let's see if i can get it on my own...i will keep checking here though :p

  • Hi.. i am wondering. if there is a way have a guided fire shot..has anyone come across any behavior or plugins to fire a guided shot.

  • I think this may help you ;]

    http://www.youtube.com/watch?v=6wdDgqXwzLU&feature=youtu.be&a

    Well thanks for trying to help me.. i had seen this before and that is not what i am looking for.. the background on those videos is not on unbounded scrolling..i want the background to continue.. with unbounded scrolling.

  • Hi there..i am having troubles with the background of my game...what i am trying to do is make a freerun game... i am planning to have day and night in the game...and i plan to do that by changing the background....I dont want the background to change instantly to a brighter color (for day) or darker color (for night).. so i have played a little bit with the opacity.. i am using the Canvas pluggin..i think i have almost achieved what i am looking for in terms of the transition..from day to night and vice versa.. but..whats irritating me is the lines...that come up everytime the background over laps with its instance.. i am attaching a capx to make it more clear...

    Please help.. thanks in advance :)

    capx

  • thanks this looks great.. i some how managed to get it fixed on my own.

    here's how i did it :)

    dl.dropbox.com/u/67865856/CooldownMAX.capx

  • I don't know if there's a more elegant way, but here's how I do it:

    Player instance variable : RPM_Count (0)

    Player instance variable : RPM (eg 480)

    > System > Every tick >

    > Mouse > Left button is down > add RPM * dt to RPM_Count

          > RPM_Count >= 60 > Fire bullet event and Set RPM_Count to 0

    Mouse > Left button released > Set RPM_Count to RPM (so that the gun is ready to fire immediately - may want to not include this for a cannon)

    Using an RPM of 480 results in a perfect 480 rounds per minute or 8 rounds a second regardless of FPS. If that's not clear let me know.

    i tired doing exactly what you said.. it didn't work..may be i am doing something wrong..

  • Hi.. i am having problems with creating wait time..before another cannon ball can be shot.. I have set my firing cannon balls on spacebar pressed..and i have set a wait time..and have also set an instance variable..on the player cannon balls....

    so here whats my events look like

    +keyboard On space pressed - wait 1 sec

    +player cannon ball = 0    - Spawn a player cannonball

                               - Set cannon to 1

    +playercannon cannon= 1    - wait 2 seconds

                               - Set cannon to 0

    so basically what i want to do is fire the next cannon ball after 2 seconds from the previous cannonball was fired was fired...above events helps to create a delay..but if i keep tapping space continously..it fires the cannonballs without any delays..

    here's a capx.

    dl.dropbox.com/u/67865856/prototype_Avichal_2.1.capx

  • so...animating the background took way too much of my time...what i have now decided to do is to create the animated "wave" sprites..when the player.x = wavesprite.x+ "n" at wavespritepos+"n" so that its created just next to where the previous wave sprite ended..here's what i have done so far dl.dropbox.com/u/67865856/newprototype.capx ...but this is no where close to what i am looking for..can some please help..me

  • look you send 'caproj' not 'capx'

    oops sorry my bad..here's the capx

    dl.dropbox.com/u/67865856/NEW.capx

  • hi.. i am trying have a background with a wave animation which will be standard throughout the layout..i am having difficulty in figuring out how to make the layout continuous (unbounded) with the waves animating..I have set 28 frames..of the wave sprite to animate them..but what i am looking for is to have something as a tiled background which will animate instead of using sprites..or if there is way to have sprites on separate layer..with unbound scroll...that would work too for me...

    here's my capx. dl.dropbox.com/u/67865856/New%20project.caproj

    please helppp

  • Share how you did it?

    please

    here's how i did it

    dl.dropbox.com/u/67865856/new1.capx

barc0d3guy's avatar

barc0d3guy

Member since 15 Apr, 2012

None one is following barc0d3guy yet!

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies