WhiteX's Recent Forum Activity

  • i made it with two solid sprites one back and one front, ship is bound to layout so it wont go outside downwards and upwards, i did not pinned them, i achored them on a layer with no parallax, what is the benefit on disabling and enabling collisions?

  • - No, for the layout is bigger than the viewing camera

  • Thx plinkie, i did that but the issue is that the ship is able to go outside the visible screen if steered to the front, i tried to have invisible sprites attached to the camera sprite but the back one intercepts the ship and the fron one vanishes even if pinned

  • Arima

    Hi, io understand you were able to figure it out long ago, scirra.com/forum/space-shooter-scrolling_topic34561.html

    could you de so kind as to produce an exemplary CAPX?

    Thank you, i am losing my mind here

  • OK, i figured watching gradius that i can have the objects coming towards the ship instead o fhte ship going to them, therefore, they originate outside the window and scroll towards the ship.

    Problem:

    i want to be able to have the ship to fly towards the edges of the screen no just up and down and the behaviour scroll to kinda screws that.

  • No one?

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  • Hi, i�ve been here before asking about layout size, now, what i am making is an R-type kind of game, in such games, the stage scrolls towards the ships whether "right" is pressed or not, but, the player can steer his ship in the confines of the screeen all he wants, it looks like buller and 8-direction combined, can it be done?

    On another note, i cannot get the parallax to work correctly, i have sprites layed out for trees sand such, they scroll past the player but i can�t get them to reappear at the end of the layou, not even with wrap behaviour.

    The layout is quite large, i donp�t want to make it though tiled BG fot=r they wil lbe huge.

    I have nothing set on my capx about it because nothing worked

  • i use global variable for the main player�s health because if i have to destroy it to make way for another graphic that still is the controllable avatar, like, getting in a car, transforming, it�s health is stored outside it�s instance.

    To make it "die" is the last part, system - every tick - compare variable

    playalife < 1

    playa - destroy

    once hit twice, it will vanish

  • Oh, every tick should be on all last 3

  • well, on the start of the layout it is set to 50 and the corresponding animations are set as animations on a single sprite element, right?

    OK

    Playa on collision with enemy

    subtract 25 from "Playalife"

    This will make the playalife lose 25 points if the player is in collision with an enemy.

    These next 3 events check the status and set the animation

    system - compare variable

    if playalife > 49 healthbar set animation to full

    system - compare variable

    if playalife = 25 healthbar set animation to half

    system every tick - compare variable

    if playalife < 1 healthbar set animation to empty

    ---playa - destroy

    Sorry aboy my syntax earlier. :)

  • Black sky, white city, shadow ghouls that creep in from the darkness behind.

    eyes on windows that become black bats...

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WhiteX

Member since 17 Aug, 2013

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