Tomycase's Recent Forum Activity

  • I can explain it to you, it's not hard to use once you get the logic of it;

    It means Linear Interpolation, basically moving a object from A to B in set time, in application it looks like this : lerp(A, B, x), x being the progress of the movement, it goes from 0 to 1, 0 means it didn't start, 1 means it's complete, 0.5 being the middle;

    I believe that can solve your lag problem, because once the destination is reached, it wont need to update the movement every tick;

    I'll take some time to craft a template once I'm home

  • The problem is that it will constantly updating the position, hence the lag effect;

    Are you familiar with lerp()?

  • Hello there, it depends of what kind of splash visual you want, is it sprite based? Particles?

  • Hello there, if you're familiar with how local storage works, you could check for if a storage key exists on start of layout, if the key is missing, that means the game was never launched, in that case create the key and trigger that specific start event; if the key already exists, it will skip it

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hi, it might be because of the order the events are checked at runtime, try to put the events that move the ring above the one that set the player in position

    Edit : I think the moveTo behavior is not needed here, you can simply set the player to the position you want by checking a boolean (for ex, Grabbing=True, set position to Ring.X, Ring.Y+15)

  • Oh right, I forgot about that detail

  • For that you also need to set its vector X on created, set acceleration to 1 and deceleration to 0, then set its vector X with events, that way its horizontal speed will be constant (remember that a negative value will move it left);

    When it touches a wall, a simple method to invert the vector speed is to multiply it with -1, you can store its speed in a variable or use the behavior parameter obj.plateform.vectorX for the multiplication

  • Hey there, if you have access to the family feature, try to make a family with the zombie object inside, and add this family to the pathfinding obstacles, see if that works

  • Hey there, the best behavior for this would be Plateform, when the ball touches the floor, use Simulate Control to make it jump; if the ball divides like in Pang, change the jump strength depending of the ball's animation

  • Hey there, when the arrow is created, use action "Move to object" and move it behind the floor

  • Here there, instead of knife.type, use self.type, so it picks the correct instance of the knife, see if that fix the problem

    Also I recommend to use Timer behavior for the knife instead of a wait action, it's an extra event but it prevents a lot of potential issues with how Wait works

  • Great!

Tomycase's avatar

Tomycase

Member since 3 Apr, 2016

Twitter
Tomycase has 6 followers

Trophy Case

  • 8-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

14/44
How to earn trophies