Santhenar's Recent Forum Activity

  • Hi!

    Currently I have a nice arena for my 2D shooter, the arena is about 3 times the size of the viewport, so when the player is in the middle of the arena they will be in the center of the viewport, but as they move to the edge of the layout, the viewport will stop scrolling and the player can move to the side of the viewport.

    I really like this effect and it's how I want my game to work, but the problem is that the camera shake function does not work when the viewport is pressed up against the edge of the layout like that, and the camera shake function is pretty important for what I'm trying to do. I know you can unconstrain the viewport, or increase the layout size, but that means that the player is always in the center of the viewport which is not what I want.

    I'm sure this is a problem that lots of people have run into, so I really hope there's a solution as the camera shake function is really great apart from that.

    Thanks for any help!

  • Or otherwise, can I emit particles along a line which can be angled?

  • Hello again dear forum!

    I would like to be able to angle a particle emitter.

    What I mean by that is this:

    I can use a particle emitter to create a column of swirling particles using the X and Y randomiser features of the emitter. By tweaking these I can make a particle-filled quadrangle of any size, but it will always be vertical. Want I want to be able to do is to change the angle of the quadrangle. So I can create a sort of particle-beam which can be oriented to any angle/direction.

    Any thoughts would be greatly appreciated!

  • Aha! I finally found the "all instances" condition!

    Thanks so much!

    Man, this is so cool, it's a pair of lasers which focus in on a single target, and when they converge a super-laser is fired.

    And now it works perfectly!

  • Are you able so shed any light on destroying instances?

    I need to destroy all instances of an object, calling the destroy function multiple times (within a single condition) doesn't seem to have any effect.

  • Haha, I don't believe it!

    Thanks a bunch!

  • Thanks, I would be fine with pinning each one individually, but how do I do that since the pin behaviour calls the object type, not the individual instance?

    E.g

    Spawn 'object1'

    Spawn 'object1'

    Pin 'object1' to 'player'

    Pin 'object1' to 'player'

    This will spawn 2 instances of Object1 but will only pin one instance to the player. How can I pin the second instance?

  • Later on, I also need to destroy all instances of the object.

    There must be an easy way to do this, but I can't seem to find it.

  • Hi.

    I have an event sheet which works like this:

    On right mouse down.

    Trigger once.

    Create instance of object.

    Pin object to player.

    This part works fine, until I try and create multiple instances of the object, at that point the pin command only pins one instance to the player (the remaining instances just spawn at the player origin in the layout and remain static) I need it to pin all created instances to the player.

    Any help would be much appreciated.

  • SWISH.

    I have invented Santh's Schizophrenic Seeker-Swarmers

    On Created

    Pick nearest Enemy to (Player.X, Player.Y)

    IF Enemy.Targeted = 0

    [Set Missile.Target to Enemy.UID]

    [Set Enemy.Targeted to 1]

    ELSE

    WHILE

    Missile.Target = 0

    Pick a random Enemy instance

    IF Enemy.targeted = 0

    [Set Missile.Target to Enemy.UID]

    [Set Enemy.Targeted to 1]

    This means that the missiles will target the closest enemy, unless it has already been targeted, in which case they will target a random untargeted enemy.

    It's a pretty decent effect. Especially when fired in bursts. Still needs some fine tuning though.

    Thanks for your help!

  • Oh, and is it possible to add a delay to the "on created" command. So, when an object is created it will wait 1 second before executing a piece of code?

    I want to do this so that the missiles spray out in random directions before acquiring their targets.

    Cheers!

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  • Thanks Whiteclaws! But I don't think that gives the effect I'm looking for.

    This code *seems* the same as I had before, and it means that when multiple missiles are fired at once, they will all track the same enemy. I need them all to track different enemies, so if I fire five missiles at the same time, then they will individually track the five closest enemies.

    Here's a screenshot of my missile event sheet: imgur.com/aVLUkUq

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Santhenar

Member since 24 May, 2013

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