lxsplk's Recent Forum Activity

  • Anyone ?

  • Hi there, i'm having a little problem. I create a prototype where you can create torrrets that hunt enemies. The problem is that sometimes the collision doesn't work good. Both torret and wall have physics behavior. I leave a .capx, with this controls:

    N: delete enemies and torrets

    J: shoot

    K: create torret

    L: create enemy

    Here is the video and the .capx:

    youtube.com/watch

    skydrive.live.com/redir

  • UP! Can anyone help me here please ?

  • Anyone ? Any help here ?

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  • How do you get the turrets to chase you? When I run the .capx they just all spin in place.

    I was going to see if maybe something was making them fail their pathfinding query.

    My bad, here are the controls:

    N: delete all enemy and turret (you have to this when you start)

    J: shoot

    K: new torret

    L: new enemy

  • Hi there ! I'm having a little problem here, i got a prototype where i create a few torrets that fly, and then hunt for the enemy. The problem is that in some cases the torret ignore the walls (Obstacle of pathfinding) and just stay stuck or overlap the wall... How can i make it not happen ? (Every time i run the demo this happens at least once).

    I leave the .capx and a video

    skydrive.live.com/redir

  • Somehow it's fixed the way i upload... I change the bullet velocity and it fix itself...

  • I can give you the tip: Download the sandBOX and study the code, there have a lot of poses and polished animations.

    Thanks TELLES0808 but if you see my .capax i'm using something diferent than your sandbox game... can you give me an example with the capax i upload? Thanks!

  • You have to check if it is within a range,

    150 < Metros < 1000

    If not it'll be doing both events simultaneously, as it is meeting both conditions

    I try that but doesnt work either... i really need that help please ! I leave the .capax on the first post

  • Are you talking about acceleration on a platform character?

    You can always tie the animation speed to the x velocity of the character - like so :

    Say animation is 24fps and the walk cycle syncs up with the characters top speed of 330pps.

    Then each tick, while walking animation is playing - set anim speed to:

    Character.Platform.VelocityX/Character.Platform.MaxSpeed*24

    It's not that, its the animation of the character. Example: i have animation1, animation2, animation3. If "Metros"<150 player use animation1,If "Metros"<1000 player use animation2, If "Metros">1000 player use animation3 (this animation doesnt display, i dont know why)

  • Good afternoon people!? How are you? I'm having a little problem with sprite animations. The issue is this, I have a character that runs constantly as speed increases changes the way in which the character runs. The problem I find that when i have to change for the third time, the animation still. I don't know what for, maybe one of you can help me. I leave the .Capax. Thank you! ! !

  • Doesent work the webpage :S

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lxsplk

Member since 28 Jun, 2012

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