dop2000's Recent Forum Activity

  • The turret sprite (which is rotating) should be invisible.

    The animation sprite (with 32 frames) should be on top of the turret, and should not rotate.

    The "a" in my formula is the angle of the turret sprite.

  • You can't rotate the same sprite!

    The rotating turret sprite should probably be invisible. And then there is another sprite on top of it, which is playing the rotating animation.

  • Did you see "Procedural terrain generation" example in C3?

    editor.construct.net

  • That's how Construct games are exported. If you delete the folder, the game will stop working (obviously)

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  • Try something like this:

    Set animation frame to round(((a+360)%360)/32)%32

    Where a is the turret angle.

  • This is difficult. Try searching the forum, many people have asked this question.

    I have a couple of examples, but they are quite complicated and not very good.

    howtoconstructdemos.com/avoid-overlapping-while-moving-with-pathfinding

    howtoconstructdemos.com/prevent-multiple-enemies-with-pathfinding-from-overlapping-easystarjs

  • You can use "Wait 0.2 + Sprite.count*0.5" before making the button visible.

    Or use Timer behavior instead of "wait" inside the loop. Start a timer for each sprite instance. In "On timer" event run the tweens. Then you will be able to use loopindex to detect the last instance.

  • Use "Tween On Finished" event, it's the most reliable. "Wait for previous action" may not work if there are several async actions running simultaneously.

    In "Tween On Finished" event you can pick all sprites and check if any of them are still running tweens.

    Similar with AJAX, you can make a chain of AJAX requests. When the first is finished, request the second file and so on.

  • I haven’t used them but that was mainly because the debugger didn’t let you step through loops and sub events or per condition and per action.

    Ah, yes, clicking 100 times to step past a loop is super fun.. (not)

    I use them as a last resort, but never really had much trouble getting them to trigger!

    One example is a breakpoint inside a function that returns a value. You can add it, but it never triggers.

  • In all my years of working with Construct I think I've successfully used breakpoints less than a dozen times. I feel like in 99% cases whenever I'm trying to add a breakpoint in an event, the editor doesn't allow me to do so. And even when it does, half of the times the breakpoint is never triggered.

    Has anyone had any luck with breakpoints? Am I doing something wrong, or is it just a useless feature?

  • Your screenshot doesn't show any actions which can affect animations.

    Comparing "Amayus X<Enemy1.X" may not work correctly with multiple enemies, because only the first enemy instance will be checked. You need to add For Each loop:

    Enemy1 has LOS to Amayus
    System For Each Enemy1
    Amayus X<Enemy1.X
    

    Also, DistanceBetween variable will store the distance to the last enemy only. You might need to use an instance variable instead.

  • When moving angle between -45 and 45 : "right" animation

    Between 45 and 135: "down"

    Between 135 and 225: "left"

    Between 225 and 315: "up"

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dop2000

Member since 26 May, 2016

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