OddConfection's Recent Forum Activity

  • RickUSBstick

    I'm working on a procedurally generated platformer with destructible terrain, which has between 3000 and 4000 64x64 terrain sprites, and that currently runs at 55-60fps, so it's do-able, even with over 200 objects with Platformer behaviour.

    I use a lot of optimizations like only enabling collisions on terrain when it becomes accessible.

    An alternative would be to use a TileMap, and when the player places a block sprite you use that to set the corresponding tile and remove the sprite.

    EDIT: Just to note that's on PC, TileMap would probably be better for mobile.

  • mhmm ill give it a try, I wonder though, isn't there an option to stop music? so I play it, after 0.3sec I stop the sound before it shoots another bullet so it will sound like a loop?

    If I use a sound that has the full clip firing it can only be used if u hold the shoot button, and if you release it it should stop again otherwise it would keep sound like its firing even if you shoot 1 bullet.

    There is an option to stop a sound, you will need to tag the sound for that too, but I think the better option would be, as cjbruce suggested, to have a single shot sound (or multiple separate single shot sounds for variety), and play that with each shot. That's what I do in my current project and it works well for automatic weapons.

  • I've not done any art courses, but just saw that Udemy has a sale on, so you might want take a look at the top rated art courses on there while they're cheap.

  • The perfect way is here

    Apart from grid lines (which in most games you don't want) and separate variables for X and Y grid sizes, how is that functionally any different than what I posted? What makes it worth spending £1.99 for something so simple?

    Just in case anyone wants different X and Y grid sizes, e.g. for isometric, then here is the updated version:

    Global variable number GridSizeX is 64

    Global variable number GridSizeY is 32

    Sprite:DragDrop is dragging -> Sprite: Set position to (round(Sprite.X/GridSizeX)*GridSizeX, round(Sprite.Y/GridSizeY)*GridSizeY)

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  • Bootfit

    First of all, you have the Fade on the Countdown sprite Enabled and set to Destroy on fade out, so it's fading out and getting destroyed before you press play. Uncheck Enable and Destroy.

    Secondly, you should put a Wait 1 second after each Fade Start, rather than Wait 3 seconds at the end, as it does the actions in order and all you'll see is a 1 fading out

  • Event 22, you currently have Platform is on floor inverted, which means it's setting X postion while in the air (jumping/falling), but you only want to do it while it's on the floor, so you need to remove the inversion Right Click->Invert

  • I'm not using C3, so can't open the c3p to check, but is this the same one where the player is continually set to the same X position?

    If so, in the event that sets X postion, add in a Player Is On Floor condition, so it doesn't do it while the player is jumping/falling, that way the blocks can push them back.

  • Pillarist

    Add a tag when playing the sound, that way you can add in a check whether the sound is already playing, before playing it again.

    Here's an example for C2, but you should be able to do the same thing in C3

    https://www.dropbox.com/s/gv7l6ns381q2h ... .capx?dl=1

    Without the tag check, you can continually click for a new sound, but with it in clicking will only generate a new sound when the old sound is finished.

  • Add a Family instance variable boolean called CanBounce, set it to false by default and after you add the new projectile set it true for just that one.

    In the on collision with platform event, add a sub-event and check Projectiles.CanBounce boolean is true and do the Bullet: Bounce off object action, then add an Else following that where you destroy the other Projectiles as normal

  • Why are you setting the player Platformer speed and vector x at all? This creates unnecessary movement.

    It's the background that needs to move, not the player.

    Keep platformer speed to 0 and don't set vector x, just continually set player x to 105 as dop2000 suggested, although you could put it in inverted Is falling condition, so the player falls off the bottom of the screen.

    Here's an example based off an edited version of the bundled auto-runner.

    Note: the example also uses 9-Patch platforms that lerp move, which I find look and perform better than bullet sprites platforms.

  • maranpis

    If you do "Set Platform vector Y to 0" that stops a jump, it might work here if you add that just before you disable the Platform behaviour.

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OddConfection

Member since 26 Jun, 2012

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