kidswithcrowns's Recent Forum Activity

  • > Most things that worked in C2 will work fine in C3

    >

    >

    >

    > I'm picturing 3 objects

    > 1. Laserhead (invisible sprite)

    > 2. Lasertrail (tiled BG)

    > 3. Reflective Surface (Sprite)

    >

    > Have the lasertrail and the laserhead in a container, so that each time a laserhead is created, a lasertrail is made along with it

    >

    > Then just continuously set the angle and width of the lasertrail to the laserhead

    >

    > Each time a laserhead collides with a reflective surface, you can spawn another laserhead and set it's angle to the inverse of whatever the first laserhead's angle was

    >

    > Should be enough to get started. Let me know if you need more detail!

    Thank you for your help! I tried it and could use some more detail. Like How does the laserhead work? Like does it have bullet behavior or is it stationary like a pre defined path for the lasertrail. Also I had trouble in terms of setting the width of the lasertrail to the laserhead. I only know how to make the laser trail the same width as the laserhead, but I don't know how to set the the width to the laserhead, i.e. the width spanning from where it spawned to its current location (assuming that's what you're telling me to do, I hope I'm not misunderstanding?)

    Thanks again, sorry if I'm dumb.

    Yeah I was picturing the laserhead moving via bullet behavior

    For setting the width of the lasertrail, there is a handy expression you can use called distance() which calculates the distance between 2 locations. You can use it to set the width of the trail to the distance between the trail's origin all the way to wherever the head is

    No problem! Any more questions, feel free to ask

  • Thank you Eleanor, it worked!

    For anyone else trying to achieve this effect, here is a sample cp3:

    drive.google.com/open

    important things to note:

    fullscreen scaling mode is OFF

    "PARA" layer, which holds the coversprites, is 0 x 0 parallax, 100% scale rate

  • Most things that worked in C2 will work fine in C3

    I'm picturing 3 objects

    1. Laserhead (invisible sprite)

    2. Lasertrail (tiled BG)

    3. Reflective Surface (Sprite)

    Have the lasertrail and the laserhead in a container, so that each time a laserhead is created, a lasertrail is made along with it

    Then just continuously set the angle and width of the lasertrail to the laserhead

    Each time a laserhead collides with a reflective surface, you can spawn another laserhead and set it's angle to the inverse of whatever the first laserhead's angle was

    Should be enough to get started. Let me know if you need more detail!

  • Store the variables in global variables

    Then, once the player has gone online, send messages to the host containing the variables

  • Hi, I'm trying to use the tilemap object to create my map and I want to add animated water

    I've thought about:

    -animating 9 patches. But this would mean I couldn't make water shaped in anything other than a rectangle

    -animating a tilemap. The problem is the tileset is 16x16, so there would be virtually no instances of repeating tiles, which I understand would almost negate the tilemap's efficiency?

    -making a giant sprite for the water. I've read that giant sprites are usually no good, but are they ever the best option?

  • Hello,

    I've got a problem with the tween behavior.

    I set up a tween behavior that works when I press a button but with something else, like a sprite overlaping an other sprite, it doesn't work. I tried multiple simple conditions but it only works with input like a button pressed. Is it normal ?

    If you're using a condition to check if a sprite is overlapping another, it's likely that condition is repeatedly triggering the tween action, essentially constantly restarting it and never letting it begin

    Unless you're adding an AND condition that checks to see if the tween with the appropriate tag is currently NOT running

  • >

    I want to do it with my keyboard not the mouse

    on (KEY) pressed

    --+is timer "dashwindow" running?

    ----> Dash

    --+else

    ---->start timer "dashwindow" for 1 second

    dashwindow can be adjusted to whatever you want

  • From the manual construct.net/en/make-games/manuals/construct-3/plugin-reference/multiplayer

    LEARNING TO MAKE MULTIPLAYER GAMES

    Designing Multiplayer games is challenging. It is essential to follow the introductory tutorial series to gain an understanding of how to use the Multiplayer object correctly. You are likely to struggle if you try to skip ahead and start making a game without fully understanding how various aspects of multiplayer games work. Mistakes can also result in degraded gameplay quality, with unnecessary lag.

    The four introductory tutorials are:

    Multiplayer tutorial 1: concepts

    Multiplayer tutorial 2: chat room

    Multiplayer tutorial 3: pong

    Multiplayer tutorial 4: real-time game

    (Note these tutorials refer to Construct 2, but the principles are the same.)

    You can also find examples of the Multiplayer features by searching for Multiplayer in the Start Page.

  • For some reason, I'm having these weird sprite rendering issues that randomly appear on certain sprites. I have no idea whats causing them.

    Subscribe to Construct videos now

    This happens with pixel art

    If you go to your project settings and set Sampling to "Point" rather than "Linear" and set scale to linear integer scale it should fix. Also check the "pixel rounding" box

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  • Very cool

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kidswithcrowns

Member since 7 Sep, 2018

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