facecrime's Recent Forum Activity

  • another thing i'd like to do:

    i have objects defining trigger postions connected via UID to other objects that represent the spawnpoint position. having many of those in the scene i'd like to see which trigger refers to what position.

    any clever way to e.g. draw a line from trigger to connected spawnpoint, in the editor view that is?

  • Sweet room generation, man. Keep us posted on your progress. Keen to see how you go about populating these meaningfully, procedural level design ftw

  • turned out to onyl be a temporary issue, in the safari browser it can't seem to handle the different format while the toolbar is opened. works nicely in fullscreen and when stored on the device

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  • hi,

    my tiled backgrounds get wildly distorted on iOs, after I rotate the device to landscape format. I'm suspecting this is a somewhat common phenomenon and is hopefully fixed with correcting some settings?

  • I'm annoyed. I have multiple collision events defined on my object family, each setting a different damage value to my object. But no matter what event occurs, it always sets the first action/amount.

    Why are the events and actions not being seperated as defined?

    In my example atm every enemy receives the 'nuke' damage when being hit by a 'bullet'...

  • This is a stupid one, but:

    How do I set a value in an object I have th UID of?

  • Hi,

    I have spawn triggers with trigger ranges assigned to them. I'd like to display these ranges graphically but only in the editor. Building logic to scale some circle sprite wouldn't do, as that wouldn't show in the editor, right? Son any recommendations how to best set this up?

  • NIce one! Been experiencing some loading gaps and wrong sounds (repeats previous one, then plays correct one), but nice idea!

  • that's what the 'Moon.X' part is about, it says 'take the Moon's X value, no matter what it is and add some random offset'

    Note: The offset won't update if you do it only OnCreated. if your moon is moving and you want to maintain your offset to it, you either 'Pin' it to the moon or store the offset away in an instance variable and re-apply it every tick.

  • My object has two turret behaviours, one triggers movement, the other triggers an attack of my object.

    Both have different Ranges and Rate Of Fire, and different actions to their shoot events.

    It seems that the two events can trigger each others actions ... Is that possible, and what to do about it?

  • try the Misc > On created as event for the moon

    spawning the star at a random offset from the moon is done thorugh Size & Position > Set position with X being something like Moon.X+random(Range[-100,100]]

    or something like that, look up the syntax

    plus the corresponding line for Y, of course

  • If I understand correctly you want to spawn and position the star when spawning the moon, in a position based around the room, like some random offset to the moon?

    Have you tried to spawn the star with System>Trigger Once, as event for the moon?

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facecrime

Member since 25 Mar, 2014

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