andreyin's Recent Forum Activity

  • korbaach thanks that's exactly what I needed.

    I wanted the full needed points to be variable though so I used int(current_points/(points_needed/8)).

  • Hi everyone,

    I'm working on a "special attack" bar that has 8 frames. You have to fill up the frames by attacking enemies and getting points.

    I'm trying to figure out how to convert the numbers so I can get the bar animations (0 to 7) using a percentage of the points acquired.

    So for instance, if you need 15.000 points to get the special attack, getting 1.875 points would change the bar sprite to frame 1, if you got 3.750 points the bar would go to frame 2 and so on.

    Any help is appreciated!

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  • They've mentioned to me that UWP games are going to happen, but not soon.

  • Are you still looking for work? I'm interested in getting a logo done in the pixel art style. I tried to PM you but I'm new to this site and it wouldn't let me. If you're interested, could you PM me an e-mail address or some alternate way of contacting you? Thanks!

    Hi wubalubadub , I am! You can contact me at .

    Thanks!

  • Have you checked the "flying along" template that comes with C2? Just go to File -> New and type "flying along" in the search bar.

    It uses the custom movement behavior.

  • Did you try running it using other browsers? Or maybe NW.js?

  • Just use "on start of layout", isn't it the same? It will run in the first tick..

  • It works if you change the "fullscreen in browser" setting in the project properties window to "letterbox scale" in the first place..

  • Got it working thanks to rexrainbow 's spline plugin:

    Only had to add

    "on enemy created -> spline add point (enemy.x,enemy.y)"

    (so it creates a spline point where the enemy itself is created so he begins moving from there)

    and

    "on pathfinding path found -> spline add point (node.x, node.y)"

    (so every new node created is added as a spline point in order of creation)

  • Hi everyone,

    I'm working on a game for LudumDare and I was surprised to know that the official pathfinding behavior does not allow you to move something smoothly in a grid-based map, from tile to tile. Unless I'm missing something.. the way it works right now the sprite will rotate to go to the new direction and this makes it go over the walls in a maze for instance..

    I found this example which is perfect for what I need:

    suggestion-grid-based-pathfinding-behaviour_p731988?#p731988

    I tweaked it a bit and I got it working with more than one sprite:

    https://www.dropbox.com/s/5ppu7ihtyp69o ... .capx?dl=0

    But for some reason no other enemy sprites will move while one is already moving and I can't figure out why. I'm sure it's related to the "for each node/for each enemy" loop but I can't get my head around it.

    Any help is appreciated! I've also looked into other plugins/examples but they confused me even more so I was hoping I could make this work.

    How do I make it so all enemies move at the same time?

    Thanks!

  • Mostly because it isn't associated as well as pc is with games, or game development.

    What the hell? Where have they said that? Please don't talk in behalf of Scirra especially if they didn't say such thing...

    Why does not Scirra release a Construct 2 for Mac? What is the problem?

    I think it's due to a limitation of Visual Studio 2012, which they use to make C2.

  • This is awsome! I love this kind of style and will deffinatly be using it as soon as I can.

    That example GIF looks great as well. But is it just a mock up or is from an actual game? Cause I would like to play it

    It's a game I'm working on right now but it's still very early.. won't be done for the next few months!

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andreyin

Member since 11 Jan, 2010

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