Badmiracle's Recent Forum Activity

  • When the players score reaches a certain number I want the background to fade from Green to Blue, then when their score another number, I want the background to fade from Blue to Red.. etc

    Right now I have created a background object with the Fade behavior, and I have set the frames to the different colors, I've also been changing the background color of the layer but I am bit mixed up about the order to do things in.

    Is there a simpler way to do this?

  • ikke2902 Thank you again ikke. It is that unlerp line of code that I am not understanding. I'll have to read up on it a bit more.

  • ikke2902 Thank you very much for taking the time to do that. It works really well and I am sure this will come in handy for several people here.

    I just have one other question - do you know how to scale the same object based on its distance to a Player object?

    So when its position equals the player objects its scale will be 2 and when its position is say 450 pixels away its scale is 0.3.

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  • I've been using a formula to scale an object with its Y value but I would like to know how to do it for a specific area on the game screen.

    The only time I want the object to scale is when it moves from a Y value 200 to a Y value 450. I would like to scale my object up from its initial scale of 0.3 (set On Created), to a scale of 2.

  • Both workable solutions. Thanks guys.

    I was embarrassed to even say what I had.. I was spawning bullets at random(1,15) image points, and then adjusting each bullets X by +/- 30.

    Anyways, now it's perfect. Thanks again you two.

  • I am trying to spawn bullet objects randomly along the top edge of a rectangular player controlled object.

    The problem is that the player controlled object can rotate a bit in each direction and is therefore at times angled. I have randomized the X coordinate to spawn the bullet at (along the player object top edge), but I am not sure what to do for the Y - it may have to deal with the slope of the angle? but I am not sure.

    I have tried to use Image points to spawn the bullets but I would rather not so that I can spawn objects at any random point along the top edge of the player object.

    Thanks in advance. I know this has been tough for me to figure out so kudos to whoever gives it a go.

  • I am trying to use the same TURRET object for both the player and the enemies. Using the Turret Behavior, here is what I have so far

    Code: Select all
        System | Pick TURRET instance 1
        --- TURRET | Add Turret target TARGET[/code:18xxg6ev]
    
    The issue is that it adds TARGET as a target for all of the TURRET objects on screen (not just the "nth" instance of the object). This would mean that the Players TURRET object will attempt to target itself.. It appears that Add Turret target is a global action, regardless of the objects picked in the condition.
    
    This is a request to fix this limitation of the Turret behavior that we all know and love!
    
    Thanks.
  • Badmiracle

    Ok here's a capx how to do it.

    https://dl.dropboxusercontent.com/u/542 ... aster.capx

    The idea I posted was on track but was flawed.

    For tilemaps, it's enough to move the area you want to paste onscreen and move the paster by the same amount.

    For particles that wouldn't work as moving particle objects doesn't move the already spawned particles. The solution was to save the particles position when it was created then move it to the center of the screen.

    Yes x1000

    R0J0hound Are they paying you yet? Scirra

  • R0J0hound

    Could you explain in a bit more detail? Sorry I'm awful I know.

    Here I am trying to redraw the "Sparks" particle doing what you said (but I don't think I followed correctly) - Whatever I try seems to crash the browser

  • For each turret, check its angle

    If Turret.Angle > X => Set Turret.Angle to X.

    Do the same for the other side of the arc.

    any good to you ?

    https://goo.gl/jzkHSP

    Both would work. Thank you.

  • R0J0hound Any ETA on the Particles not drawing off-screen fix?

    I really wanted to use Paster for Splitscreen, but Particles aren't being drawn as soon as I go "off screen". Could you let me know of any good alternative workarounds?

    Thanks in advance. Great plugin btw.

  • Generally is it better practice to use 1 Bullet Object and adjust the animation frame, Speed, Acceleration, etc.. right after it is created OR to simply use Multiple Bullet objects?

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Badmiracle

Member since 31 Aug, 2015

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