NN81's Recent Forum Activity

  • hi guys,

    In the game I'm working on, is available the "time attack mode", but this should only be available when the game has been completed in story mode. So, Looking around, it seems to me that I should use the "local storage" plugin.

    But it seems to me a little complicated and I would not want to do something complex when, in the specific case of what I would do, it might be a simple thing. I would like to thank those who want to help me with that. What I would like to do is type a variable that is saved when completing the game by killing the boss and then recalling it in the main menu even if it closes and relaunches the game to make the time attack mode available or not.

    sorry for my english translation

  • set the vector X to 0 at the collision moment so it stops right there then starts going the other direction

    Forgive me ,

    I had forgotten to specify that the edges can not be solid but are invisible in the game, however, do you refer to such a thing?

    Because I tried but did not seem to change anything. At high speed the enemy always splits out

  • hello folks,

    im doing experiments because have noticed that in my game, sometimes the enemy sprite (blue box) go out edge corners..

    i think i have solved this, giving high value at the "deceleration" parameter of the platform behavior. But I would like to be sure at 100%, so i would like to know if it seems to you a correct solution for the problem or if you have to recommend to me another approach..

  • Alright np, could've deduced that with the capx anyway, which would've been the next step!

    thank you

  • im sorry nevermind the problem is the BIG boss sprite, nothing to see with bullet ^^

  • Check in debug mode on the left to see if hundreds of things are spawning every tick and possibly not being destroyed. If the image for the bullet is huge and being spammed it can also cause performance issues. If you can't see anything then you can share capx for easy debug.

    When the boss shoot, objects go to 94 then duly destroy and return to 93, the object is only a 16x16 pixel frame...

  • Just make use of random or choose, If you set angle to choose(0,90,180,270) every X seconds then it will fire in one of 4 random directions. You can do this with speed, setting it randomly as often as you like. If it's preset patterns you can do this with functions, randomly call a function which leads to firing a certain sequence of bullets. A spiral pattern would be something like every tick fire a bullet and set angle to angle+1.

    thank you very much, i have tried with only one object and works fine, but after 20/30 seconds of gameplay, I noticed a sharp decline in performance, it started to slow down to almost block everything.

    did I do something wrong? Or what can it depend on?

  • hello folks,

    I am working on the final boss of a game, I should plan its attack, which is to shoot a dozen objects at random angle and speed, which if they collide with the Player, will hurt it.

    How do you recommend me setting the programming?

    I've found that collisions with Particles are not possible ...

  • Ah I think I know what it is, or a logical guess, It's probably constantly restarting the fade, did you set trigger once for the variable? I'm guessing that's what it is because a keyboard press is a trigger (once, it works) and the variable condition by default is not.

    Very good, thank you very much, that was the problem, now everything works, thank you again.

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  • Here the fade is happening before the end of layout. Variables should work though, like when Var=1 restart the fade.

    thanks for quick reply, Ok, let's stay the "end of layout" trigger and watch the events in the image, here i set a variable as trigger, which is sure because the transition to layout1 happens but WITHOUT fade/effect. So what's the problem? Because if I put the trigger on the "x" button pressed, the events all work fine but if I use the variable does not work the fade but only the one-second pause with the layout pass?

  • Hi, I'm experiencing this problem in trying to reproduce a layout fade transiction, I noticed that if I use "End of layout" or a "variableX" as trigger of this block of events, the fading does not work. Otherwise, if I use as a trigger, a button pressed or a collision with another object then works correctly.

    What does the problem depend on? Am I wrong or are some triggers incompatible with fade behavior? Maybe a bug?

  • The tv filter seems cute, as does the prototype graphic style. When you release the demo I will play it gladly.

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NN81

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