moebios's Recent Forum Activity

  • Enemy On Timer "fire" - Spawn a bullet

    I mean, if I use Timer "fire - once 0.01 seconds then spawn a bullet", the enemy spawns a lot of bullets, I can't "set" fire rate or I don't know How to do it ><, like spawns 3 bullets every 0.4 seconds, for example

  • Nice tips, thank you. I will make all changes.

    But I didn't understand how I can make the enemies shoot using time, can you shed some light?

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  • Hi there.

    I'm making a simple IA. The idea is the enemy walks, stops, and shoots, I'm using Timer to do this, but, I don't know what is wrong when the enemy changes the animation to "attack" not all enemies fire shoots, and not all enemies shoot the same number of bullets. Can anybody help? =)

    Capx: https://drive.google.com/file/d/1cj9wscDeFQo0E2t2wPck7IoEED41b6gN/view?usp=sharing

    Tagged:

  • Boids/flocking/steering style mechanics are probably the "best" way to do it. I don't know if the plugin implements it well or not though. It may have utilize calculations you may or may not need.

    Game performance drops in vampire survivors too, towards the end of a round. Also note that there aren't actually that many enemies on screen at any given time in vampire survivors. How many are you reaching before you have performance issues?

    I had performance loss with the "boids" addon used with 200 sprites. I may have used it wrongly... but I still gave up using the addon. Vampire survivor uses some tricks that I'm also adopting, like destroying sprites/enemies that are out of the screen for some time, for example...

    My problem is not performance, my problem is to avoid overlapping sprites =/

  • Not so long this kinda performance hit was discussed & related to Vampire Survivor case:

    https://www.construct.net/en/forum/construct-3/general-discussion-7/c3-good-engine-bullet-hell-170100#forumPost1070610

    I saw this post. It's very interesting. And I tested 800 sprites using pathfinding and the prototype didn't lose performance. My problem is avoiding the overlap.

    First I tried the behavior "custom movement", but the sprites are "jumping"

    Then I tried using the addon "boids", which is very good, but with many sprites, it showed slowness (I don't know if I did something wrong).

    Finally, I used your example: dropbox.com/s/4ahybqe3t0k758f/biters.c3p

    But enemies would collide and get stuck in each other and "fly" off the screen.

    My problem is not performance, I don't know how to prevent sprites from overlapping =(

  • Hello everyone, is it possible to do a "non-overlap" of enemies/sprites like in the vampire survivors game? I've seen several examples, I tried to use the boids plugin, but with too many sprites on the screen the game performance drops. Any suggestion.

  • Hey guys. Quick question here.

    When I see the game's APK, which I made at construct, in some android 'emulators' (android studio or BlueStacks, for example)

    SOME texts are slurred and in some cases behave as if the text area is smaller, for example:

    "reach round 10"

    which fits in a line of text,

    but seen in the android studio is:

    "reach

    round

    "

    Am I doing something wrong? Is it a construct bug? Is it an android studio bug with apps generated in construct? I didn't find anyone talking about this problem. But I saw a text, in the tutorial area that says not to use the text object:

    "6) NEVER use the Text object

    For now, rendering text to the canvas is a very inefficient operation. In this case, prefer to use Spritefont or Textbox. However, there are limitations depending on the case."

    construct.net/en/tutorials/dicas-performance-games-1684

    It's a little old (2015) so I don't know if I should consider it.

    I'm probably doing something wrong, haha, so I welcome suggestions to get around this. Thanks =D

  • updating you. Before it was like this:

    - ARROW Overlapping another object TARGET

    - PICK NEAREST TARGET (ARROW.X,ARROW.Y)

    I changed to:

    - ARROW On collision with TARGET

    - PICK NEAREST TARGET (ARROW.X,ARROW.Y)

    And apparently it worked =D

  • grab the closest one isn't working, at least here.

    Targets are tiled circles that move downwards. Sometimes the arrow hits 2, and even if I use the "pick nearest" it destroys both targets. I put a boolean variable on the arrow, for it to deactivate after it hits a target, even so, it destroys two times.

    The only way it worked was:

    1 - when the arrow hits the target, it fixes itself in the center of the target

    2 - then I get the arrows, the ones that are "fixed" are destroyed

    3- the arrows when destroyed, if they are on top of something target, destroy the target too. Everything happens very fast and ends up working out. But it doesn't seem like an elegant solution to me. I don't understand why "pick nearest" doesn't work =/

  • Hey guys.

    I'm making a game where an arrow hits the targets. It's all very simple, except that sometimes the arrow hits two targets that are close at the same time, I don't want that to happen, I want it to hit only one target. Any idea how to do this?

    thanks!!

  • Hi, I made a little game recently and put it on google play. I accept suggestions, thanks =)

    play.google.com/store/apps/details

  • hello everyone, how I using "wait for a signal" with Script?

    for example:

    runtime.callfunction("function01");
    wait for a signal; 
    runtime.callfunction("function02");
    

    I'm new to scripting and I don't know how to use system functions with scripts either.

    Can anyone help?

    Thanks =)

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moebios

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