piranha305's Recent Forum Activity

  • hey awesome stats, qq you have the pay to remove ads in your game, did you use construct iap to do that? or some other plugin?

  • So let's say I have 3 objects and I have 1 event sheet that contains events for all three objects and I share that event sheet with multiple layouts... If the layout only contains instances for 2 of the objects does construct still evaluate the other events for the unused object? Are there some optimization that take place? Or is this just bad practice and is better to have multiple layouts in this case?

  • is it possible to setup unbounded scrolling to only out bound scroll on the x axis? would a work around be have a camera object and every tick set the x of the camera relative the the object you want to follow and keep its y the same?, what would be the disadvantage of doing it that way? would it effect performance doing that every tick??

  • can this be ported to c3? is it still being maintained?

  • yes i must have been due to the calculation, i changed it to use the moving angle and its working perfectly thanks!!! i was not aware of that property, i must have overlooked it, but its awesome thanks

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  • this is how i have managed to get it kinda working

    + Enemies: Is Pathfinding moving along path

    -> System: Set angleToNode to angle(​Enemies.​X,​Enemies.​Y,​Enemies.​Pathfinding.​NodeXAt(​Enemies.​Pathfinding.​CurrentNode)​, Enemies.​Pathfinding.​NodeYAt(​Enemies.​Pathfinding.​CurrentNode)​)

    ----+ System: angleToNode is between 0 and 45 degrees

    -----> Enemies: Set animation to "right" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 46 and 135 degrees

    -----> Enemies: Set animation to "down" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 136 and 225 degrees

    -----> Enemies: Set animation to "left" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 226 and 315 degrees

    -----> Enemies: Set animation to "up" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 316 and 360 degrees

    -----> Enemies: Set animation to "right" (play from beginning)

    but as the enemy approaches the current node his animation start going crazy

  • Kyatric

    is there a way to accomplish sprite animation using the official path finding behavior? by comparing the direction the object is moving along the path?

    is there an example of that somewhere? would i have to capture the previous x and previous y and compare those with the new x and y and get the direction for that ? or is that a built in way in the official plugin to accomplish this?

  • okay i see, so..

    right mouse button down & sprite.ammo > 12 are together in the same condition which sets the boolean there could be an else after to set it to false which should work.

    thanks

    i'd need to have an extra event but it works well,

  • yeah that works for the simple case, but what if the Boolean is used in more than place? like lets take for example isAiming?

    rightmouse button down => isAiming = true (so this right here isAiming needs to be a more complicated expression) like isAiming = (WeaponType == 1)

    ifAiming => doSomething here

    somewhere else like ...

    if Aiming => play animation?

    i mean i can just use the expression each time, its not too bad, or i can use sub events to get the desired effect, it would be nice to have a system action set boolean by expression or just have set value work on boolean values, but i can deal with it thanks

  • Im trying to set an instance Boolean variable based on an expression, i know i can use the expression itself to get the Boolean value but i don't want to have to keep evaluating the Boolean value each tick when its state only changes during a triggered event. so during the triggered event i want to set the Boolean based on some come condition but the set Boolean drop down is prepopulated with true and false and i cannot set it to an expression is this possible currently.

  • R0J0hound can you please reupload the capx thank!

  • can you reupload the capx please?

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piranha305

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