terence's Recent Forum Activity

  • I have tried the custom movement behavior on my projectiles to improve collision accuracy, but I'm facing 2 issues.

    1. The projectile is not firing from player angle

    2. Even with stepping mode set to 1 pixel per step my collisions are not detected

    Capx link: copy.com/euCkQrnoHUPH

  • I'm trying to implement the cinematic zoom defined in this tutorial within functions rather than groups:

    scirra.com/tutorials/254/cinematic-zoom

    The reason for this is that I plan to pass in parameters to speed up/slow down the zoom based on the values of certain instance variables.

    The problem is on turning this into a function, the code executes only once so zooms in/out partially on a key press rather than fully. Tried placing a the zoom value check in a while condition but it still only seems to execute once.

    Any suggestions or alternative approaches appreciated.

  • That makes sense, but adding this to my function that runs every tick results in no trails being produced. Any suggestions on the linked capx appreciated.

    app.box.com/s/08qkgm81kfwzd3oh3zya

    The character will only be moving in straight lines during the animation (whilst a temporary bullet) so this is fine.

  • Thanks for the suggestion. Almost have it working. In the capx linked below, the player triggers the trail when colliding with the "mud" sprite above a certain speed. The trail is smoothly revealed for Mud.UID=0. But for the other Mud sprite instances, the whole trail is fully revealed immediately on collision. Not sure why this is happening.

    app.box.com/s/skoha7qd3i7absayc3h8

  • In my top down game, on performing a certain animation my player sprite (blue circle) slides across the screen 1000 pixels at player.angle.

    I would like the (brown) trail sprite (frame) which is 1000 pixels in length to be revealed as the player moves during the animation.

    I can pin the trail sprite to the player sprite and have an animation with a large number of frames but it isn't smooth. I'm sure there is a more efficient way of "unmasking" the single trail sprite frame.

    Any suggestions appreciated.

    <img src="http://i.imgur.com/24wr0Di.png" border="0" />

  • That seems to work fine, thanks.

    Is there any way to get the enemy to slow to a stop rather than immediately stop? Have tried setting gravity to a negative value before the timer action but this doesn't seem to work.

  • Have tried this out but the movement doesn't seem to be right. I'm aiming for "soccer ball" type movement when the enemy is kicked by the player.

    Have created an example: copy.com/BlfuSTiwuoqy

  • In my top down shooter when my player sprite collides with my enemy sprite, I want the enemy sprite to smoothly move/slide 500 pixels away from my player sprite (relative to the enemy's current position). The speed of movement would depend on the enemy type.

    Looking at similar posts I think I need to use lerp but not sure how this would incorporate both x and y movement and the angle of movement. Would it require separate actions?

    Any suggestions appreciated.

  • Making the canvas (and collision polygon) length 100+ pixels works but sacrifices a little accuracy in the collision.

    The custom movement option sounds like the ideal solution, will do some research into this.

    Thanks both for the quick response.

  • I have a projectile (with bullet behavior) which is 13 x 5 pixels and has a speed of 6000. When it hits a sprite with a width of 15 pixels an animation is triggered using the on collision event.

    I'm finding that a lot of the time, the bullet passes straight through the sprite without triggering the animation. If I reduce the speed of the bullet significantly (say to 100) then the collision works fine.

    Is this a limitation of having 60 ticks per second? Is there any way around this? I have tried the other collision events, but short of making my collision polygon larger (which I don't want to do) I can't find any way around this.

  • That works well, thanks.

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  • I have a solid (window) which breaks when the player fires a bullet at it. There are 3 different breaking animations and I would like to run one of these based on whether the player fires at the window from roughly head on or either from a left or right angle.

    It's a mouse aim/top down shooter and the windows are placed in the layout both horizontally and vertically, so not sure how to go about checking the angle of collision between the bullet and the windows to trigger the correct animation.

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terence

Member since 7 Sep, 2013

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