Centra's Forum Posts

  • people aren't as helpful as they used to be

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  • I can't get the compare frame event to work, I have a sprite that spawns two instances of a new sprite every 3 seconds and I'd like it to compare the two new instance's frames to check if they are the same. if so, change it

    capx file

    fileswap.com/dl/lEagoxlFE

    Alternatively I'd like to know how this would be best accomplished using families just for my own sake because I've tried it with them as well to no avail

  • I am having difficulty with the pick random instance event because it seems to be delayed.

    I have an auto runner setup where the player moves right and blocks (from a family) spawn from a sprite off screen and move left towards the player via bullet motion. I have a system event for pick random instance which is supposed to choose one of the two newly spawned blocks from the family and toggle its boolean to true. Upon doing so it will change the frame to frame 1.

    The problem (for me) is that it chooses the instance only when the blocks are near the middle of the screen and already over the player, rather than instantly (or just coming onto the screen)

    <img src="http://oi41.tinypic.com/2uz58xy.jpg" border="0" />

    (ignore that random variable it was left over from playing with it)

    Any idea why this is happening and how to fix it?

  • When I export an html build the animation doesn't appear, am I missing something? Works fine in preview mode

  • I've been trying to get a simple flat/constant auto runner to work and noticed that the player gets teleported to the end of the tiled background and I'd like to know why?

    What would be a better approach?

    Number 1

  • Very helpful, thank you!

  • What creates the grey border when previewing projects and how come it does not always appear? Was it removed in the recent update update?

    i39.tinypic.com/dcv61t.jpg

    i39.tinypic.com/2mq4twp.jpg

  • Thank you very much for your help thus far.

    Working from both your bomberman tutorial and the rocket trail

    tutorial from OP, how would you deal with pathing from newly spawned/created instances?

    The bomberman tutorial only seems to work with instances already

    created because it uses their UID but I think we don't know the

    UID from a newly created instance

    also I don't understand what "function.param(0)" is doing from the Pick UID event

  • Merci!

    I'll check out path finding, is it resource intensive calling the function every time and attempting to recalculate the paths?

    current capx

    temp-share.com/show/f3Yg6h9Qn

  • Hi everyone,

    Just bought a license so this is my first post.

    Last few days have been spent trawling here, youtube, google etc for tutorials and answers.

    I am trying to achieve

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    style of NPC movement from a similar perspective. I got the player movement working correctly using a family group of sprites.

    Problem: Creating multiple instances of enemies that are capable of moving in 8 directions with 4 direction walk animations (up, down, left, right)

    -Extra stuff-

    I managed to get one instance working properly in all four directions but I using a family group and and set position but I came to realize you cannot create/spawn new families as a whole. So my other instances were just the shadows.

    I know I will need to use this smoke trail

    tutorial for multiple instances but first I need to figure out which method of organizing and positioning sprites onto the shadow is best

    I've tried to pin a sprite onto the enemy shadow which contained all the animations but I couldn't get it to calculate angles properly and then my other instances broke.

    I am now wondering which movement behavior is needed, bullet, custom, pathfinding, 8 direction or a combination of them.

    I'll get a capx up soon.