kriand's Recent Forum Activity

  • . maXimum7

    i did not notice the jump between those angles. You can get rid of this if you set the condition to 'axis </> 0' (against my earlier advice... ).

    I did not notice any bugs, but on an older gamepad with a loose stick, it can cause unwanted rotation if the stick is not touched. (may never be the case in such a game)

    Since dop2000 uses a lerp function, I think its rotation is much smoother. With 'rotate toward angle' you can make it smoother, but not as smooth as with a lerp function. Maybe you can combine some things.

  • Hello maXimum7,

    here is another method without any behavior. Here you are able to move fast and slow.

    It is also advisable to not set the condition to 'axis </> 0' but to add some scope, so that the player is not moved unintentionally.

    Edit: New Screenshot. I forgot to include 'dt' for a framerate independent movement speed...

  • Hello ciberaj

    hard to say without knowing your code. I did it like this:

  • CurrentAnimation is an instance variable. The name may be a little confusing.

  • Thats possible. Just make sure that you set the TextInput/TextBox Type to "Number" and that you have to convert the string to a number type (float, int...) before comparing.

  • Thats true I usually avoid trigger once. But i have got another idea.This one should be better and reliable:

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  • Hello RobertoFreemano,

    This should do:

  • Hello TheCreepy12,

    I did not try it, but i think this problem is similar to pathfinding. If you you want to find a path every tick and move along it, it will never move, cause it is always busy finding a path. You need one tick to acquire a target and the next tick must be used to shoot at it. Instead of "every tick" try it with "every 0.1 seconds", if you think that the targeting has to happen so often.

  • Hello DarthPapalo666,

    I assume your code i somethink like: when sprite is playing AnimationXY -> set HP to 20. This is executed every tick. The simplest solution is to insert "Trigger once while true" as a second condition.

  • Hello netdzynr,

    the only way that comes in my mind is to create a group at the end of your code. Since the code is executed from top to bottom, you only have to insert a condition before the group that deactivates this group.

  • Hello netdzynr,

    You can do it like this:

    If you want a flexible Timer, set it to "Once", enable the the last action and put a variable in it.

  • Also I dont have c3:( so I cant see your example.

    That's not true if you are using Firefox or Chrome. Go to the C3 page and open the file.

    https://www.construct.net/de/make-games/free-trial

    Another option is the desktop version of C3(beta):

    construct-3-desktop-build-beta-currently-win64-only_t199344

    All free to use

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kriand

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