PSI's Recent Forum Activity

  • That effect looks like what I need. I am using Spriter. The spriter object itself can't have effects enabled so I tried adding the effect to the family of sprites that the spriter object includes but that makes every instance of that enemy on the screen light up.

  • How to make an enemy sprite or spriter object get lighter on collision?

  • Great suggestions. Changed condition to else and did as you said AllanR - Thanks!

  • justifun Thanks! Simple and perfect!

  • I am also wanting another to spawn if I get under that set number so if one gets killed, another will replace it. In your example above, would that be using the "for each (ordered)" condition?

  • Here are the events I use to make the enemies attack when within range of the player. Can I be more specific between the x and the y meaning, could I have the attack happen when the enemy is within 200 pixels of x and 50 pixels of y?

    <img src="https://dl.dropboxusercontent.com/u/60595907/2.jpg" border="0" />

  • So I use this event to spawn enemies, what will be the simplest and easiest way to limit the number of enemies spawned?

    <img src="https://dl.dropboxusercontent.com/u/60595907/1.jpg" border="0" />

  • I'm creating my game, Psi, with a beat-em-up style layout. What would be the easiest way to make a knock back effect to drive the zombies backwards from the player when they're hit, whichever way the player is facing? Here's a picture to give an idea of the layout:

    <img src="https://dl.dropboxusercontent.com/u/60595907/Screenshot%202014-01-18%2016.05.53.png" border="0" />

  • I already have the rectangular sprites that are also the collision rectangles. When I set them all to solid, they push each other around.

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  • How do you keep 2 sprites from occupying the same space at the same time without using the solid behavior?

  • lennaert - thanks for your help. I played around with your suggestions for a while and I was still having the heavy processor draw from the Walker movement so I made a rectangular sprite to represent it. Now it uses hardly any processor, regardless of how many instances there are on screen. Now I'm trying to get my Z order right again and make them move independently but, so far, it's a great improvement.

  • Man, this is tougher than I thought it would be. I had an older build where there didn't seem to be so much processor used with basically the same events. Not sure why it changed so much. Thanks for your help, I'm working on it!

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