anty21ro's Forum Posts

  • Hey , lunarray . I've just tried what you told me and it doesn't work.

    Edit: The LaserObject resumes but is going out of his target range (each time the player touches the lever)

    With the sine behavior, it works correctly.

  • The first issue ... in the "Enemy AI" event sheet you have to take the event and condition (Every 2 seconds; For each enemy) and put them separately. I mean, they don't have to be sub-events, so put them on top or bottom of the event sheet.

  • It seems like that's not the issue here. Maybe lunarray can have a look on this !

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  • Hi. I am having some issues with the LiteTween behavior.

    I have made a few levers that are "connected" to some laser guns and they are not responding correctly to actions.

    Here is a link where I tested this:

    https://www.dropbox.com/s/604lcrx7g79kr ... .capx?dl=0

    So, in the left side I've used the LiteTween behavior (not working as should be) and in the right side I used the sine behavior (working correctly).

  • random(x)

    Generate a random float from 0 to x, not including x. E.g. random(4) can generate 0, 2.5, 3.29293, but not 4. Use floor(random(4)) to generate just the whole numbers 0, 1, 2, 3.

    random(a, b)

    Generate a random float between a and b, including a but not including b.

  • I tried with the "lerp" expression but I'm doing something wrong. Maybe someone else will help you with this. In the meantime you can check this tutorial and try to integrate it in your scene:

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    I think you should use the solid behavior for all of your sprites.

  • I think you have to use lerp expression.

    lerp(a, b, x) - Linear interpolation of a to b by x. Calculates a + x * (b - a). )

  • Here is a .capx I found about what I think you asked ...

    https://www.dropbox.com/s/lzcsz74hyq67i ... .capx?dl=0

  • Thanks a lot guys !

  • Hi.

    What I am trying to do, is to spawn a sprite (explosion decal) when the enemy dies on a parallaxed layer.

    The parallaxed layer is the wall and the decal is the smoke effect that is impregnated on the wall.

    The problem is that since the layer has parallax, the decal is not spawned in the point where the enemy dies.

    Is it possible to solve this ? Thanks.

    Here is a example I've made. The left side is about what I explained above:

    https://www.dropbox.com/s/9djcgjkl23mb1 ... .capx?dl=0

  • Looking good everybody!

    Been working on a platformer inspired by a weird combination of Dig Dug and Ecco the Dolphin. I don't have a title yet.

    That water splash effect and the ground parts/rocks look great. Can you explain how you made it ? Are you using phisycs and particles ?

  • Good to know that !

  • Great game, I like it a lot. I played with the Scout and Cargo for now. I hope you add more missions soon. You could expand your ideeas and create other obstacles and puzzles.

    Graphics are good, you choosed some nice colors matching perfectly.

    I'm curious, how many sprites are you using for creating the enviro (that the ship can collide with), with how many collisions per sprite ,approximately. I see that you use the physics behavior.

    Good luck !

  • LionMan

    Examine this, is kind of the same thing you need. Check the "Moving Platforms" group, there is the "Moving Platform 1" and down the page is "Moving Platform Control on Start of Layout". This is how I've done this.

    Link:

    https://www.dropbox.com/s/a6qv3uzabgf2t ... .capx?dl=0

  • J ust give the lever and door a: instance var and you dont have to clone the objects. I will post a capx when i get home.