Eresor's Recent Forum Activity

  • Enable "unbounded scrolling", which gives you an effectively unlimited layout area. Then you can impose your own custom scrolling boundaries that can change in events.

    Interesting! I'll try that out later today and then let you know how it goes! Thank you!

  • You can't change the layout size in run-time.

    You should make the layout as big as you need it and limit the view and player's movement to whatever bounds you need.

    I tried something along those lines, but it's quite hard. You got any ideas to how I could do this properly?

  • Yes, use the "set canvas size" action

    Thank you, but there seem to be some other problems following this.

    First off, the HUD is all messed up. The HUD in my game is a layer on top with parallax 0%.

    The second problem might be the reason of the first. I have a scrollto camera on my character, however once I do the Set Canvas Size it seems to be fully zoom out to show the whole canvas.

    The third problem is that there are still boundaries on places where the last canvas was set, so I can't move over to the new area of the canvas.

  • This one is a bit of a hassle. I have a space shooter game, and I'm planning on making a boss. When the boss appears I want the game to zoom out, which I have done successfully, but when I'm playtesting the game I find myself to be circling around all the time, and I would prefer to have bigger space to fight in, but having too much space in the non-boss parts of the game ruins it. So I was wondering if I could do something along the lines of increasing the layout size mid-game for when the boss appears.

    Thanks in advance!

  • Someone would have to see this to be able to help, you'd have to share the project file and explain what's wrong.

    I did explain what's wrong though. I spawn an enemy with several parts in a container. I then pin them to each other to form the enemy, but every now and then, the tail and sometimes even the body has the wrong angle. Resulting in an enemy that does not look like it's supposed to

  • You said twice it 'seems' to be off. Is it the correct angle or not?

    Don't leave me hanging here, Lionz :(

  • Most of the time they spawn completely fine, but sometimes they spawn with the wrong angle.

    It's mostly the tail that has a wrong angle, but on an even rarer occasion the body also has a wrong angle.

  • So I have this enemy with three different parts. The head, the body and the tail, they're all put together in a container. The problem I have is that the different parts do not seem to spawn at the same angle.

    When the conditions are right, the enemy will spawn, and it will be in the following way:

    Spawn Enemytail

    Pin Enemybody to Enemyhead

    Pin Enemytail to Enemybody

    When pinning, the angle is set to true.

    So it's mostly the tail that seems to be off in angle, with it mostly being sideways. Sometimes the enemy also just leaves a body part standing still in the air. I have no idea why this is happening

    Tagged:

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  • Alright I tried it and nothing happened.

    The MoveTo behavior had the following:

    Max Speed: 1000

    Acceleration: 0

    Deceleration: 0

    Rotate speed: 10

    Set Angle: True

    Stop on solids: False

    Enabled: True

    Like previously, if I'm at it's side it will basically stop and then slowly turn around until it faces me in which it will start charging again

  • Set the deceleration to 0. If the speed is not high enough then increase the max speed. If you want to keep charging forward at full speed then set acceleration to 0.

    I don't see how that would do anything? I'm mostly talking about the rotate speed and how an object will slow down when turning around with low rotate speed.

  • So I have this enemy which I want to go quite fast. Now I've put the turning speed on it quite low so it's not super hard to dodge, and what I'd like it to do is to keep charging forward full speed even though it missed me, but instead it slows down and turns slowly until it starts charging again. How can I fix this? I can't turn Decelaration to low because then it will barely have any speed.

    If there is a fix to this without using the MoveTo command, then I would greatly appreciate that aswell

  • Alright so I tried it out and it worked. Thank you!

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Eresor

Member since 4 Aug, 2020

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