winstreak's Forum Posts

  • I am looking to change the collision size based on a variable in game. My first thought is to set the width of the sprite to a larger size. When doing this I would want the image to look the same which would means I need to adjust the width but also align center.

    Is there a way I can do this from the Events page?

  • Thank you for the solution. It is not exactly what I am looking for but I believe it will be an update to my old model I used so it's a great back up.

    I tried to illustrate what I am looking for to see if it helps :-P

  • It should scroll.

    My character will stay still (run in place) and the background slides from right to left giving him the perception of movement.

    I do this with bullet which is all no problem. But as it slides off screen I want to remove the excess from the left side and keep adding to the right side of my background

  • I am working with a Tiled background and as the left edge moves past my screen edge I want to reduce it back to my screen edge, at the same time I want to increase the width of the right edge so I don't run out of background.

    More details:

    I am on an endless platform running to the right. This means my backgrounds moves to the left. I obviously can't make it endless so I need a way to increase the right side width as I move to continue to see my background. For performance I feel I need to delete some of the infinite background I already ran across.

    I used two backgrounds before and as one passes it deletes and adds it to the right edge but I feel like that is a sloppy way to do it when you have a background tile sprite.

    I'm hoping it is something easy but called something I haven't heard of. Any help is great!

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  • newt I'm pulling Graphics from here and putting them into a Sprite Font that I am making from scratch to hold each 0-9 number

    Should work - First time playing with Sprite Fonts

    I found this though which seems useful: construct.net/en/tutorials/tutorial-properly-create-1394

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  • If I understand correctly you should be able to accomplish it with something like this.

    Create a text box object + Create a mouse object

    Start of Layout - Set Text "This is the first dialogue"

    Mouse On Object(text box) Clicked - Set Text "This is the second dialogue"

    From here on you'll require a 2nd specification to be met

    Mouse On Object(text box) Clicked +

    Object(text box) Compare Text = "This is the second dialogue" - Set Text "This is the third dialogue"

  • You have the second condition set to

    Is animation "wave" playing (Which it is not since you only have "start" playing)

    Set the second condition to Is animation "Start" playing - And leave the Action as it is

  • I am working with a type of critical hit in my game that is very rare, so I want the damage that pops up to be easily noticeable and appealing.

    My current damage numbers will appear, move up slowly, fade out slowly. I have a multitude of colors and sizes to vary between the different types of damage.

    What I'm looking for is a way to make this one stand out... Maybe Bold and shiny or glowing. But I have had no luck with this on my own. Any help would be appreciated. :)

  • Not game performance. The time it takes to do any actions in Construct 3. It makes a Huge difference!

  • Event sheets are included so I could start a new event sheet simply to reduce lag. I would keep all of my code on 1 event sheet if it didn't get so laggy after you got several 100 events going.

    Figured out my issue - Thanks for the help!

  • I have 2 event sheets. Event sheet 1 is including event sheet2, and event sheet2 is including event sheet 1.

    I try to call a function that in on event sheet 2 from event sheet 1 but the code never makes it to the function.

    Are we unable to call functions across event sheets or do I have to do something special?

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  • Will do, Thanks for the fast response!

  • My setup:

    Sidescroller type game. Character stays still while badguys whom are pinned to the Background move towards the hero. Background speed is set to move based off the heros move speed. On collision they stop and fight.

    At high MS they will go through each other. I have tried setting them both to Solid but it didn't help.

    I have 2 workarounds I will add, but I was curious if there was a better way to force stop them.

    I am assuming they just move past the hero by the time the system checks aka a tick happens.