thedude1693's Recent Forum Activity

  • Add a condition to the original event that basically says if the bullet collides and the dying animation is not playing subtract 1 health and destroy bullet.

    So you'd basically want this kind of thing:

    You can right click on a condition and say invert to mean "not doing this"

    Hope that helps

    Thank you so much for this! I really should've thought about animation conditions!

  • The way I have it set is that when the bullets collide with the enemy, it removes 1 health from the enemy, and destroys the bullet. Once the health is 0 for the enemy, it plays the death animation and destroys the object. But when the enemy is playing the death animation, it still destroys the bullets. How can I fix this without making it so when the death animation plays the bullets do not destroy on that object instance?

  • I'll try that later unnatural20, thank you so much.

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  • Sorry for the late reply. But the tiling effect is when you tile the same sprite over and over again and makes it sorta like

    this effect. (Obviously i have much better grass, but i drew this real quickly to explain it. I want to make it so that each "Tile" in the tileable background will be different. Like invert it, and flip it around to get rid of that effect.

  • You know when you make tiled backgrounds of things like grass, and once you actually use it, it has that weird tiling effect. Is there a way to make it so that each tile will randomly rotate and flip itself to not have that effect?

  • I draw the sprite in the built in sprite editor and it looks crisp and good. But in game it just gets blurred to bits.

  • Thank you so much alextro, i went from lagging at 50 enemies to being able to hold over 2,000 and have it run fine (until i go into that area, of course.)

  • I want to have a large (openworld?) game with lots of enemies. But I cant figure out how to make it so that they don't draw and waste cpu power when not in view of camera. Is there a way i can do this?

  • I've been trying for a while to get an a.i for my enemies but i can't seem to do it. If I use the pathfinding way it has like a 5-30 second delay before it does anything then just walks around my position like it's in orbit. I'd like it to walk around walls and shoot at me. Anyone got any tips?

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thedude1693

Member since 17 Jan, 2015

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