winkr7's Recent Forum Activity

  • You want to set the bullet angle of motion to guns.angle+random(-6,6) etc.

    yours

    winkr7

  • I built a vector2 set of functions. If I used them I ended up taking them apart for all the x,y calls all the time so in the end I am not sure how much code space it saved . If you are going to do it you may want sets of vectors for the parts of the moveto and pathfinder and collision outline type sets you end up working with.

    Find intersection point comes up a lot.

    I am not sure if you want a behavior or not, mine were just a bunch of stand alone functions.

    good luck in any case.

    yours

    winkr7

  • I couldn't figure out what start was. I clicked the mouse and hit some keys but nothing happened.

    yours

    winkr7

  • Assign the turret family a hit variable, call it turhits. when your turret gets hit, up turhits by 1. create a text object called showhits. It is a small square that holds a number from 0 to 3.

    Every tic delete all showhits. For each turret then create a showhits text object and put it on top of the turret (or close where you want the number of hits to show). write that turrets turhits variable into the showhits text object.

    This looks like it is a waste of computer time but it will work fine and you will never see it slow you down by even a single frame.

    yours

    winkr7

  • Are the child objects on a different layer? Does that layer exist in all your layouts?

    If you are creating objects with children on layers that don't exist is some layouts it could have effects like you are seeing.

    Just something else you might want to check.

    yours

    winkr7

  • Thanks for the example, its exactly how i want it to work! Can you share a project file or a screenshot of the pathfinding - moveto loop?

    yes I will send the loop to you. This was from a few years back so I will have to dig it up. The hard was getting the spot between moveto nodes where the movement points end. Thats where the path changes from green to yellow to red in the example. Also, it gets much more complicated if you have different movement rates over different terrains. I think I just assumed it was all the same rate. It may take me a while to find it.

    yours

    winkr7

  • hello;

    You want to use the moveto behavior based on the pathfinding behavior. You can find the distance between each waypoint and add it up and create a waypoint for that turns end. I do this here in this game:

    construct.net/en/free-online-games/rpg-mage-dog-26512/play

    The manual explains it pretty well (see here below).

    This is an alternative to the Pathfinding behavior's Move along path action. It only works with a Pathfinding behavior on the same object, and like the Pathfinding action can only be used after On path found triggers. The 'Move To' behavior uses a different algorithm for moving along waypoints, and this action lets you use its approach instead of the built-in Pathfinding movement.

    yours

    winkr7

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  • I did not expect timers to be this complex :V

    and you are an old timer too.

  • I use 2 monitors with Construct! You can right-click pretty much any window and click "pop out" or something, then you can drag it to a different window.

    This is very handy. I didn't know about ALT preview either.

    thanks.

    yours

    winkr7

  • jup I brought this up before and wrote a suggestion to turn timers into true triggers.

    It's not only bad for perf it also leads to the weird case where -> on timer triggers with multiple instances picked. (this lead to c3 user actually adding for each to every trigger as they stopped trusting triggers altogether, leading to even worse performance xD)

    This held me back for some time--timer complete might generate multiple instances picked. Because it happened rarely it was hard to track down as a problem. Now I just for each on almost everything to be on the safe side since I am never really sure when I just have one instance.

    yours

    winkr7

  • me too.

  • Check to make sure the origin point is near the middle of your sprites.

    That is how I would start.

    yours

    winkr7

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winkr7

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