Smi1e4me's Forum Posts

  • 12 posts
  • I think I got what I was trying to execute. I was able to fix the problem by playing around more with the CustomMovement behavior and I got what I needed. It's not very accurate though, still has some very minor issues.

    I still love to see better solutions if anyone has one.

    The updated version here:

    https://www.dropbox.com/s/mn8q6drd9lt2cio/testFire02.capx?dl=0

  • Sorry about that. I edited the links to public and should be able to download them now.

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  • The problem is that fast projectile is destroyed with a delay and making the Hit animation spawn into the Wall. I've looked into the forums and learned that it is caused by the frame rate or the performance of the engine.

    https://www.dropbox.com/s/90yjmcl0jea5iji/sample.png?dl=0

    In my example, I used Bullet and CustomMovement for the projectiles to test if both can give me different results. They are the same results.

    https://www.dropbox.com/s/3d9cd6hb3l12ycb/testFire.capx?dl=0&m=

    Basically, I want to have the Hit to spawn on the center point between the two objects colliding (it doesn't need to be precise or accurate. As long it creates the illusion).

    Has anyone found or know the solution I'm looking for?

    Thanks in advance.

  • crypticblonde

    Sorry for not being clear. The Text wasn't showing on the screen when I wrote the event like that. When I turn off set Variable to Distance the Text appears back on.

    alextro

    It works!!!! Thank you very much.

    EDIT: Actually, the event I wrote original works too. The reason why it wasn't showing on the screen was because I have:

    On start of layout:

    Text set font size to 36 pt.

    For some reason when I have that on, the Text don't show up on screen, unless I turn off set Variable to Distance.

  • How do I determine the number of the distance of 2 instances? I want to know how much apart are they in pixels.

    I tried:

    create a Variable

    every Tick

    -set Text to Variable

    every Tick

    -set Variable to distance ( objectA.X, objectA.Y, objectB.X, objectB.Y)

    ... failed.

  • Thanks, I will consider that. I think what you were saying is close to what I have in "testing" file.

  • I am a newbie at programming and want to make a simple game. I am making a virus game and I want them to multiply next to each other individually. So far I was able to create a version of what I'm trying to make but it seem like it isn't going in the right direction. I want to keep them multiplying as I kill each one of them. Can anyone show me or suggest a good way to do it? Mine has too much unnecessary spawning objects in one screen. I also don't want them to spawn over the walls. I want to make it simple as possible.

    On "testing" file, I can make them spawn but they keep spawning because I can't figure out a way how to get rid of the spawn objects.

    For "testing02" file, the objects are multiplying fast! (be careful it will crash).

    I have attached the files here to take a look at. I am hoping a way to make them spawn without using spawn objects to have better performance.

    So basically, I want them to continue spawning until the last one is destroyed.

    Thanks,

  • There is an example project in C2 call Lighting.

    Have you try it yet ?

    Hi Newlee,

    Yes, I have, but the problem is that I can't create individual small lights and cast shadows that are affected from other light sources. I want to create more than one light.

    Luckily, I've came across with a sample using Canvas plugin that works the way I want it.

  • How do I create a light (lamp or torch) over the shadow? I have attached a sketch of what I mean so you can see what I'm trying to accomplish here.

    The flash light effect, already done that. I just need to learn how to make small lights that are affecting the shadows of Shadow Light object.

  • Yes! Thank you! This sample is really close to what I want.

    Thank you very much!

    I really appreciate everyone's help.

  • ,

    Thanks, it works!

    Although, it gives me another problem. I can't move in reverse because the player flips toward the directional button I press. I want the player to constantly facing the cursor and be able to move while facing the opposite direction.

    I'm looking for another way to make it happen by making offset of the object from the center of the camera. But I haven't figured it out yet.

    I really appreciate your help.

  • I made the player not in the center of the screen but when the mouse cursor is near the player it makes this jittery-shake. I want to stick with the ScrollTo behavior because I like the camera to shake when the player shoot. Has anyone figured out this problem? If I so, please send me the link, if not help me? I've been searching for similar problem but I haven't seen any (maybe I may have missed it)

    [attachment=0:ialj010h][/attachment:ialj010h].

  • 12 posts