Nvenom's Recent Forum Activity

  • I Searched for a while to figure out moving an object without angling it.. without a separate sprite beneath it that is handling the moving with just a Image layered above it pinned to it i cant seem to find a way. so i just went with changing the position.. as its much easier to do.

    Added another instance variable to handle when to change the direction its position is moving, the events are pretty easy to follow :D

    dropbox.com/s/x6eqyat8p9f5rbi/Rotation%20Example.capx

  • You could try using the prepackaged toon effect(Its in my r139 construct 2)

    Play with it around

    Threshold: 50

    Level: 32

    It does an outline fine but its very pixilated for me so you may have to throw another effect to smooth it out.

  • I thought the whole point of turrets would be to rotate?

    Wouldn't it be much easier to make a static sprite that spawns a bullet when certain conditions are met?

    Well if you have a turret and they have some way to get damaged, it would be possible if damaged enough, the ability to rotate could be hindered.. this is all just speculation however... <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Pretty sure the turrets are programmed to shoot once there alignment vector hits the target, if it cant rotate than it has to wait for the target to roam in front of its vector.

    If its not shooting even then i would try slowing the target down a lot and see if it works. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Here is a link to a Effect plugin that does stroke,

    dl.dropboxusercontent.com/u/2306601/effects/Comic%20Book.fx

    Just save that file into your plugin folder for effects and restart your construct and give it a try.

    Took me 5 seconds to find searching the forums :/

  • From what i have seen its not that big of an issue just a matter of preference with event sheets, if your game is lagging that badly its probably just a large texture, effect or a seriously messed up event loop.

    -Check out this forum topic

    scirra.com/forum/too-many-events_topic69720.html

  • You just set the starting angle of the blocks around the main one, than when it is moved forward X amount twice add 90 degrees to the blocks angle. Here is a complete example.

    the key is the blocks instance variables and their starting angles.

    dropbox.com/s/x6eqyat8p9f5rbi/Rotation%20Example.capx

  • Howdy, Im CJ.

    I am primarily a MySQL and PHP Programmer, built a few apps before and am settling with this as the engine of choice :D

  • Well the basic principle is the blocks slide in from the top kinda like tetris, so as they are falling they are going to go over a bunch of the invisible blocks and destroy them all :/

    I'm not an expert, but wouldn't a 2px x 2px transparent PNG work nicely? It's small in size, you can upscale it to whatever size you want and the quality won't matter because you can make it invisible to the player.

    • Yeah that definitely seems like an easy way to do it. And if i can figure out a way to automatically fill the map with them it would be even better.
  • Hmm.. Ill give it a try, Would a bunch of invisible blocks consume a ton of memory on a mobile device?

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  • Without it set as solid he just moves across the water, ignoring the path the player has made.

  • Yep, i set the background as solid and it just stops the Sprite from finding any path, if you delete the background he will find a path.. but not using the blocks.

    here is an example

    dropbox.com/s/0oqg8f0d5j4ndh8/Bridge%20Example.capx

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Nvenom

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