AllanR's Recent Forum Activity

  • since "platform is on floor" is constantly true while the player is on the floor, that event constantly executes - which will make the animation start over and over again (never getting past the first frame). you need to add a trigger once, or another condition checking if it is not already playing the attack animation.

  • once you get to the end of the array there wont be any data to position the replay sprite with. so it will be setting its animation, frame and position to nothing. you want to stop playing the replay when it gets to the last entry in the array. (which will be array.width -1)

  • to record only the last seconds you just have to start deleting elements from the array once it has reached the desired playback length.

    every new frame is added to the back of the array, so you need to pop the first element in the array to remove that.

    this will help prevent the array from getting massive if game play goes on for a long time.

    if the player manages to die in under 2 seconds, you can calculate how long to show the replay layer by taking the width of the array, divide by 60, and multiply by 2 (since you are playing back at half speed).

    if you want more than just the last 2 seconds, you can set a variable to how long the array should be, and then use the method above to calculate exactly how long the replay will take to play back. In my example I record the last 3 seconds...

    https://www.rieperts.com/games/forum/slowmo2.c3p

  • here is a sample of ROJOhounds file that plays back at half the speed (although the new player sprite continues to record at the normal rate.

    if you change the slowfactor variable to 3, it would play back at 1/3 the normal rate. This doesn't use dt so it assumes game plays at a steady 60 frames a second...

    https://www.rieperts.com/games/forum/slowmo.c3p

  • your game is still running at 60 frames a second, but with a time scale of 0.5 it just updates things less often (things that are aware of the time scale) even though each tick happens at the normal speed.

    the playback from ROJOhound's file updates the sprite position every tick, so it is still moving at the normal speed. You would have to "play back" every entry in the array twice to make the sprite move at half the speed.

    if your game doesn't maintain 60 frames a second, then you may need to save dt as part of each entry in the array and then calculate exactly when each play back frame needs to be displayed.

  • I was thinking this was a good one for ROJOhound! :)

    that works nicely... we don't need to limit the speed because the 8Direction behavior does that automatically. it settles into an orbit around the target.

    I have a feeling oosyrag might want the sprite to converge on the target - as if it has gravity.

    how would you make the orbit shrink so that the sprite converges on the target?

    https://www.rieperts.com/games/forum/orbit3.c3p

  • are you using scale outer? when you do, the top left corner of the screen may not be 0,0. That is why oosyrag was asking about using viewport top and left.

    also, when using Touch.X and Touch.Y you can specify the layer to read from Touch.X(Buttons_Steal) Touch.Y(Buttons_Steal)

    that will eliminate any parallax trouble.

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  • your array only allows for x values between 0 to 5

    and y values between 0 and 1

    and z values between 0 to 5

    you have height and depth values reversed.

    also, you have 8 columns and 8 rows (not 6, so your array should be 8 x 8 x 2).

    when you calculate simplified X and Y you subtract 1, so you get values from -1 to 6

    (you want 0 to 7, so don't subtract 1).

    and don't save the LevelEditor array to local storage inside the loop, do it once after the loops finishes.

    EDIT: I took another look and thought maybe you only want to save the middle 6 x 6 grid. The Save function selects all the Snow objects, and they are 8 x 8, so I guess their "Started" boolean should be set to true if they are not meant to be saved. If only the middle 6x6 tiles are to be saved then subtracting 1 would be correct.

  • ok, try adding trigger once to the Pixel_health <= 0

    that event is continuously firing, constantly restarting the animation to frame 0... until the first time it hits the wait 3 seconds and restarts the layout.

  • any chance the animation speed for Down is zero?

  • you have more than one instance of enemy, so when you set the flash light to enemy.x there is no guaranty that it will set it to the enemy you want it to. You also have more than one light which further complicates things.

    you need to make sure you are only dealing with the correct instances. One way to do this is to make enemy a container and put the light in there, and then use for each enemy.

  • He probably wants the text spaced proportionally based on the width of individual characters, and then an option to left, right or center justify the text on the curve. I was thinking of taking a crack at it but don't have time today...

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AllanR

Member since 21 Nov, 2013

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