jeffige's Recent Forum Activity

  • Hey thanks for the replies.

    I guess i did provide too little information, usually i'm too in-depth.

    The game is set in dungeons. The player must traverse deadly traps to get out. One of the traps are spears that fire off from "TUBES" if/when the player is within a set distance away of each separate tube. The spears WILL CONTINUE to fire if the player is within the LOS and stop if he isn't.

    My problem is that there will be several of these traps scattered around the layout(s). I'd like to get them to each fire at different intervals.

    One location may Fire 3 spears at 0.5 intervals.

    Another location Fires 1 spear every 0.7 secs.

    And yet another Fires 5 spears at 1.2 sec intervals.

    Using mordiaky's example, wouldn't the "spear traps" all fire at the same rhythm throughout the layout(s)?

    *EDIT*

    I tried adding "turret behavior to "Tube1" which will actually spawn the spears and changing the rate of fire, but I'd have to add separate EVENTS for each of the tubes. And RANDOM wouldn't work because then each TUBE would choose RANDOM fire rates.

    https://www.dropbox.com/s/k5l89c3ulmnhbcy/MyGame_2.capx?dl=0

    Again, thank you for the replies.

  • I figured out an earlier post but now I have a new dilemma.

    I want to fire off 3 or 4 spears in 0.5 seconds then wait 1.5 secs to fire another group.

    Can someone point me to a tutorial or explain how i can make this work?

    I've tried using a LOOP, System Wait, and adding 3 separate actions but they don't work. It only fires off spears every 0.5 secs.

    Thanks for any help.

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  • Hey thanks for the reply.

    I figured it out after a while. I had to "clear obstacles" from LOS

  • In my game i have spears that should be created when the player gets within X amount of pixels away but i can't seem to figure out how to get them spawned.

    The spears should spawn at TUBE1 & destroy on collision with TUBE2 or the player. I've tried using LOS on the tube1 and the spear, neither work. Possibly due to the fact there are SOLID block between them, I don't know. I've also tried using "is on screen" with tube1 to spawn the spear but no luck.

    How can i spawn the spear if the player gets X amount of distance away and there are solids between them and the spear?

    Thanks for any help

  • On start of layout i have scale set to zoom by 2, then after an event i scale back to normal.

    How can i scale back the layout smoothly without it "snapping" to normal?

    Thanks for any help.

  • Thanks for the reply

    1. You are building you levels with TiledBG objects. Any reason why? Tilemap is a lot easier for this sort of thing.

    2. All the TiledBG objects have physics+solid. Again: why? Physics has a hell of an overhead if you don't need it (I don't see it referenced in your events anywhere).

    Uh, I haven't come across using tilemap yet, but I believe i read using BG is better for performance. Although the BG_Tiled_Blok is more aesthetic, i was using the physics to contain the food when created. I think w/o the physics the food would fly out and overlap the BG Bloks. I will have to go back and check on this.

    3. In one place you were using an animation frame as a condition to spawn an object (your player). This is a bad idea, as frames can be skipped, or stay onscreen longer than you intend. In your case, this occasionally led to 3 or 4 players being created on re-spawn. I patched it by inserting a 'trigger once' condition after it, but you should still re-jigger this logic.

    I was trying to get the exact second to spawn the player. When the beam of light hits the ground and bounces back up, that's when i wanted to spawn the player. I guess i could have used a System Wait event to do that.

    Oh, and while it's probably way overkill for your present project, there also magicam:

    Yeah, I was trying to stay away from plugins. At one point i was using the tween plugin but on asking for help and posting my capx some users didn't have it. So I found a workaround using just the sine behavior, and it's a bit easier for me to add that logic.

    Also, on the "ScrollBud" event & action, you just fried my brain with that! I'm gonna need to spend some time to look all that up & understand that better.

    Again, thank you for all your help.

  • Hey thanks for the help, korbaach

  • Thanks for your help!

    No problem.

  • Double click on the object to bring up the image editor.

    On the left hand side in the properties box there you should see: Animation Default Properties.

    From there you can change the speed.

  • Print Screen = prt sc on the keyboard. You'll have to paste it into an image editor, then SAVE AS -

    *EDIT- you said save part of the screen, missed that.

    Do the same as i mentioned before but CROP the image before saving as -

  • Hey thanks for the reply TiAm

    Here ya go.

    https://www.dropbox.com/s/r1bca9u7xvi561k/Scroll_00.capx?dl=0

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jeffige

Member since 28 Oct, 2012

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