Pixel perfick's Recent Forum Activity

  • Rotate towards angle...

  • adding more forces is not going to help probably make it worse....

    and you don't want lots of physics objects as this will kill performance, not good for RTS...

    I tried this with promising results...

    troops on collision with troops...rotate random(-45,45) towards random (360)

    this assumes the troops are rotating towards a predetermined angle using only bullet behavior...

  • give your player an instance variable, say "shoot", then add a shooting is 0 condition to your current movement conditions...

    then change space is pressed to set shoot to 1

    then trigger your shoot anim off is shoot=1 condition

    after shooting animation done, set shoot back to 0

  • I can't see any "release puck" code , but It's probably due to the puck still overlapping player setting haspuck true continuously...

    A good idea would be set it to a position just outside the players collision box on release...

  • Simply put...

    mousex< viewport left...mouse set x to viewport left

    mousex> viewport right...mouse set x to viewport right

    mouse y<viewport top...mouse set y to viewport top

    mouse y > viewport bottom... mouse set Y to viewport bottom...

    You may not need all these...

    this can get more complex depends on your needs and any layers or scrolling you have going on

  • Search "Dravenx" on scirra, he has a website, with lots of free sprites and a thread on here somewhere...

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  • What type of game is it for?...RTS?...are you wanting a formation or just stop them blobbing together while moving?

  • I would have the player "jump" into a dedicated layer above, that would make collisions and overlap very easy to manage...

  • The files are in multi format to ensure all browsers can support sound, Firefox and chrome using the Ogg files and internet explorer uses m4a...

    I believe you can remove the Wav files, once imported to C2 to reduce the size of your project, but I have never felt the need to...

  • nice job, I'll have a look at that...

  • Using your existing bullet behavior have your player "set angle to position", that being your start position...

    on enemy destroyed>....player set angle to position x,y

    It's good practice to keep possibly conflicting behaviors to a minimum when possible...

  • I'd have thought pathfinding would be a bit CPU intensive, especially when you have a few CPU racers...

    I'd be thinking down the lines of an invisible sprite ahead of the racer that makes "decisions" based on what the car is approaching, and have a room for error built into the variables...

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Pixel perfick

Member since 18 Nov, 2012

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