Borghi's Recent Forum Activity

  • Where do I add the for each? searched it on the help file but didn't get if it was used as expression or what.

  • Hi

    this may have been answered a thousand times but couldn't find where.

    I want the enemies to always face towards the player. what i do is to compare values so when Player's X y greater than the enemy's X it mirrors accordingly.

    It works perfectly, but every enemy on screen (with the same name) will react at the same time when one of them reacts to this condition.

    How do I make them react individually?

  • It's just that I still don't know how to use timers or what they are for. that's why I went the other way.

  • well, i just tried this. the simpler way I found is to program the whole set of actions with the condition being "every 1 second". each event takes places between a wait of 0.25 second, and it's 4 events, so the total gives 1 second. So every second the set repeats giving the illusion that it loops.

  • hi!

    I have an sprite that must make this things over and over when created:

    wait a second, rotate 180°, wait again, flip

    and then repeat from the begining until the end of the world.

    So, I have all those actions programed one under the other and lack one last action that says "start again from the begining".

    how do i do that?

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  • Thanks!

    yes, it spawned in the same direction.

    Just to know: Couldn't find how to use the second option you mentioned. can't find a way to refer to a parent object. Is it through expressions? when i am writing an expression it never suggests the word "parent".

  • Hi!

    This is not exactly as the title says but comes close.

    I have an object that creates another object when it hits a solid. What I want is the new object to have the same angle set (when created) that the father object has. how do I do that?

  • well! finally i had time to try this. Sorry for the huge delay.

    I still doesn't work. I've tried both methods suggested here.

    First, I did this:

    -when "PLAYER", is olverlapping the sprite "ZOOM1", set layerscale:

    -layer 1

    -scale:

    clamp(LayoutScale-1, 0.6,LayoutScale)

    This was the result: when the player stepped inside that sprite the scale went to 0,6, but did it instanctly, without a smooth zooming, and when the player got out of the zone it returned to the normal scale.

    then I did the other one:

    -when "PLAYER", is olverlapping the sprite "ZOOM1", set layerscale:

    -layer 1

    -scale:

    lerp(layoutscale, 0.9, 1*dt)

    It did the exact same result. the change was instant.

    What am I doing wrong?

  • thanks! but I search that (or some varibale) and nothing appears.

  • Hi!

    I'm making a sidescrolling "contra "game.

    what i want is the game to have a different zoom value in different parts of the stage.

    something like this:

    when the character is in contact with the "zoom value 1" (invisible) sprite and walks right, the zoom slowly scales to a certain value to stay like that until the char hits another zoom value sprite. in this case, "zoom value 2" would scale it to a bigger scale. is that possible?

  • somehow I can't make that file work. Construct says it was made using version 165, but 163 is the newest I can find here.

  • great!

    I even managed to make the scroll X work only when walking right by creating a sprite that follows the position of the player but only if it walks right. when the player goes left it leaves the sprite behind so it gives the illusion that the player "pushes" the scroll sprite. By making the screen scroll to that sprite it gives the same sensation of contra, where you can go right but the screen won't follow if you go left.

    now I want to see if i can do the same but with zoom. I mean, make the layer go smaller progresivelly as you advance. Just the same thing you helped me with regarding the Y scroll but with zooming. But I think I'll create another topic on that in case i can't pull it off.

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Borghi

Member since 24 Sep, 2013

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