MPPlantOfficial's Recent Forum Activity

  • On SHOTGUN_PELLETS created | Set SHOTGUN_PELLETS.Bullet.Angle to PLAYER_GUN.Angle + random(-5,+5)

    Modify the random range to your liking.

  • All are possible, all aren't complicated.

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  • Try https://www.dropbox.com/s/3gelkszlyl6e2 ... .capx?dl=0

    To get a sprite to face where you want to. I can't really tell what you want your character to look like but this capx, my character switches animation for each direction he is facing.

    If it's a top-down perspective like a zombie shooter type then you should check out the built-in ghost shooter example in c2. All you need in that example is to set the character angle.

  • You want a Gradual decrease in speed which you can achieve by deceleration.

    On Spacebar pressed |Set Player.8-Direction.MaxSpeed to (Your max spd)

    Every Tick, Player.8-Direction.MaxSpeed > (Your min spd)| Set Player.8-Direction.MaxSpeed to Player.8-Direction.MaxSpeed/1.01

    There. Just adjust the 1.01 value up and down. Try 1.001 - 1.04 range and see what works best for you.

  • So if your player is hovering over a station you want a small dialogue box to pop over it? Or do you want the dialogue box to cover half the screen?

  • I understand what you're trying to do now.

    Here: https://www.dropbox.com/s/p04xd82wc1n3m ... .capx?dl=0

    I corrected your capx and even included an indicator sprite.

  • I can't see the capx but when you say Bioshock Hacking minigame do you mean a Pipe puzzle?

    I've seen a capx scattered around here somewhere using tilemaps but I don't know if it still works.

    I guess the challenging part would be getting that flowing water animation part to play.

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    Looks good.

    What's the catch?

  • Don't you think it's the "enabled" enemies that are taking up more cpu than the dormant ones?

    Either case you might want to create a destroy and create system where you destroy objects outside the viewport and re-create instances at their respective spots.

    Are you using mutiple spawners in your layout? If so you can destroy enemy when exiting layout and save its respective properties (health, magic...) in its spawner and only destroy the spawner as well if the enemy reaches 0 HP. This way, you don't end up with some

  • ...I need to get the UID of the object...need to apply properties to specific instances.

    In that case you need IID (Instance ID) and not UID.

    Global Var: ObjIID = 0

    On left mouse click on Object | Set ObjIID to Object.IID

  • okay but when I put on the project construct 2 and I reduce the size, why it will be pixelized? I understand If i grow up the image from a little size that will be pixelized, but reducing is that really make the sprite pixelized?

    No what you do is import the image to construct 2 and not resize it in the editor but resize the sprite that it produces.

    Import the image and leave it alone.

  • Choose an image that is 1.3-1.5 times the size of what it will be in the game.

    Any more than 2x and it will start to pixelize when shrinked.

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MPPlantOfficial

Member since 17 Feb, 2016

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