tarek2's Recent Forum Activity

  • If you are just worried about the Assets part only:

    When you say new Assets are you referring to the same assets spawned again?

    1-If you are gonna spawn the same assets in the same layout then it will load faster than the first time you loaded this layout, as they are already loaded into the memory so Construct reuses them.

    2-If you change the layout and the new layout uses the assets from the first layout then it will reuse them so those assets will load faster as they will keep them in the Memory and any other assets that are not used in the new layout will be removed from memory.

    So the ones to watch:

    The ones that take longer to load are the new assets that are not loaded into the memory yet.

  • Odd, for some reason your new example isn't shooting at all, lol. But I think i get it, I forgot loopindex was a thing.

    Have you activated any of the two Groups?

    there is a note right there:)

  • Is gonna be impossible for anyone to help you if you dont share a minimal project so other users can have a look at it to find the issue. So if I was me I will create a small demo with the less (code & objects) as possible just with enough code to recreate the issue as no one will go through big chunks of blocks of code trying to understand what's going on.

    For moving UI objects etc... I like to use "MoveTo" Plugin from Rex as it has the trigger when they arrive at the Target position so you can do different stuff like opening new panels etc...

    Though you dont need any plugins as you can replicate it as you do, but it makes it easier as it takes care of everything, you just give target (XY) or (UID) and done, then wait for the trigger to let you know that it arrived to target destination if you need to.

  • Like a Tank style?

    I haven't seen any behaviour though you can create it manually:

    Here is one way:

    https://www.dropbox.com/s/2gmbtnaci2tom42/8%20Dir%20Rotate%20Before%20Move.c3p?dl=0

  • Interesting, and what about for attacks that aren't angled towards the player? like a 360 burst style thing?

    Is the same logic but more bullets spread across the 360 degrees.

    Basically, any burst will be the same logic, the only thing difference is:

    -How many bullets to shoot

    -And between which Angles to spawn.

    -Set Bullet Angle

    I Reuploaded the example, you can download it from the same link above.

    Also, I fixed a small mistake on the ImagePoint name I put "Bullets" instead of "Bullet", it should be fixed now.

  • It was more of a guide to know what you need to do, not for copy-paste sorry.

    A tip for the future, if you start typing construct it will show you all available expressions so you just need to pick the ones I showed you.

    Here is an example to make it easier:

    https://www.dropbox.com/s/llydhy397ex0u7i/Bullet%20Hell.c3p?dl=0

  • -Add the bullet behaviour to the bullet

    -When you spawn the bullets set Sprite.bullet.Angle_of_Motion, which normally will be something like:

    angle(Boss.X, Boss.Y, Player.X, Player.Y) + maybe some variance to spread the bullets

    -Also, you could add image points on the boss if you have a specific point on the boss that you want the bullets to spawn from, then you can use the same set angle of motion but this time referencing the image points.

    angle(Boss.imagepointX("Name"), Boss.imagepointY("Name"), Player.X, Player.Y)

  • It doesn't have reverse typewriting though you could do one manually.

    Here is an example:

    https://www.dropbox.com/s/qg578bdspsgikpt/Typewriter%20Reversed.c3p?dl=0

    You just need to adjust the time to the one you find more suitable.

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  • Your events for loading the Array JSON look good apart from:

    -Event 1:

    On start of layout "Wait for previous Actions" is not needed there as you dont have any actions after that that need to wait.

    -Event 2:

    Ajax On "InfosVideos" loaded:

    "Wait for previous Actions" is not need it there either as you already waited for the trigger to trigger when the JSON its been loaded and ready with AJAX.

    Though afaik that should have no effect so I would be surprised if that is the source of the issue. You could remove them and test again to see if makes any difference and if not it might be a good idea to share a small example so other users can test it and debug it.

    Normally the first thing I will do is to see if the Array is loaded properly by printing them on the screen the Json after loading it but since you say that it works well on preview and on web export I dont think that could be the issue.

  • You can only load one layout at a time, however, you could store the pictures beforehand and just load the Picture. Also, you have the Drawing canvas where you can paste the level and save it somewhere like (Array, Dictionary, Local storage) then load the picture when you need it.

  • Np Glad it was helpful!

    Hoh they are just normal calculations:

    At the "Start of layout" those calculation has to do it so you can have a dynamic system where you change at any time the:

    -Max_Moves

    or

    -StartingScale

    So it will recalculate the values you need at the start of the layout.

    If you change "Max_Moves" it will affect the variable "Move_Dist" as we always have a fixed distance so we need to calculate how far each step can go until rich the endpoint.

    Is the same for the Scale, by reaching the endpoint has to end at the target scale. That's why we recalculate the "Scale_multiplier" at the start of the layout so we know how much scale to apply on each step.

    I would love to learn more about the Construct platform to be able to replicate these sorts of events; I need to find some study material!

    Look for tutorials and maybe construct 3 temples they have plenty and just practice as much as you can then you should get better each time.

    https://www.construct.net/en/tutorials?flang=1

  • Thanks oosyrag and tarek2.

    tarek2 I thought about closing the walls using the existing tiles but can't work out how to extend them by checking the last tile on each side, as you described. Could you give an example please?

    To be honest I think this system will work better with TileMaps as you will have as benefits:

    -A much easier way to create the sectors using the "TileMap Brush"

    -Fewer objects to spawn if you want to create bigger dungeons.

    -Easier to move around the sectors.

    -Just one object to track (Sector & Tiles) are all in one.

    etc...

    So I recreated it with TileMaps:

    https://www.dropbox.com/s/c2divb1fminlvrh/Dungeon%20Generator.c3p?dl=0

    Another benefits is that You can always switch to spawn normal Sprites as tiles if you need to, so it covers both.

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tarek2

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