fm4fanAT's Forum Posts

  • Hi,

    I personally use Fireworks. It's a great mix between pixel and vector. So if you use vector based a lot and want also the freedom of pixels Fireworks is not a bad choice (e.g. includes onion skinning, ...).

    Ssad part is - the stopped developing it. For me it's great because it's included in the Adobe Master Collection and I prefer it over Photoshop, and a lot of the times over Illustrator (but that's maybe only me, because I used it since the early Macromedia days).

  • Hi, there is a sample project already in C2 (that could spark a idea)

    There is one with *rope* in it's name, but another one that is even better for you - where they make a group and pin the body to themselves (for that you would need the paid version of C2)

  • when you hit the trigger point you can set the camera to any point you like

    still need to give your obj_player a bound to layout behaviour or invisible objects outside screenwidh

    To get total freedom

    create obj_camera with a scroll to behaviour. Pin it to obj_ player - or do whatever you like.

  • Just some thoughts

    put invisible sprites in the way of obj_player as trigger points when the camera has to freeze

    when camera is in freeze mode obj_player will be bound to screen

    if obj_enemies are destroyed reactivate camera

    And yes, you could do

    if camera is in freeze - create solid object left and right of the screen.

    Or if player ist at Y<=0 then move player +Y 5

    or ...

  • I thought this was the whole point of your question?

    Do you mean "cursor Up" OR "W" - (hint: this is the answer)

    Please read or watch a platformer tutorial - because this is basically one of the first steps in every tutorial.

    like: https://youtu.be/8V4q6usaYMk?t=594 (but I suggest to start from the first video of this series

    Subscribe to Construct videos now

    )

  • capx?

  • all you need to know is https://youtu.be/qfMcaCN7BaY?t=697

    Here the standard keys are deactivated (plattform behaviour)

  • I think I know what is missing

    add an action like e.g.

    obj_player simulate pressing left

  • it would be the same with wrap - but without the freedom to tweak

  • you want to spawn new enemies when you wrap around your layer?

    If so I would try this (without the wrap behaviour)

    fetch obj_player.x and y > move player to the other side > spawn new enemies

  • just tried touch and it is almost as fast as I can click - so 120 touches per minute no problem

    so I think the problem is somewhere hidden in your code.

  • I don't get the question.

    If you have the "scroll to" behaviour on the player, then the player (your car?) makes the screen scroll.7So faster car faster scrolling.

  • spawn the warning sign - and when animation has ended spawn the enemy on an offset

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  • animation on the sprites? invisible box with bullet behaviour that is pinned to bike (so you can set angle on bike)?

  • The boxes work great - they behave perfectly like you planned it.

    The problem ist that you pinned all your enemies to the first box. And so, of course, the destroy behaviour is on this one first box.