brunopalermo's Forum Posts

  • Added a correction so, when the player drops an item, it ignores the dropped item's slot as previously selected, since it's now empty.

    [attachment=0:36j3jcud][/attachment:36j3jcud]

  • Not sure that's what you want, but here it is...

    [attachment=0:2voftodt][/attachment:2voftodt]

  • Strange as it seems, apparently you can't. It would be a nice feature for people with big projects with hundreds of objects distributed in subfolders, but I guess you'll have to wait for a future version for that.

    That said, as a good practice, I'd suggest you should use some kind of naming and folder placement rules, so you can intuitively and easily find your assets.

  • If I had more detail on what exactly you're trying to achieve I may help finding a work around.

  • System > Loops

    There are 5 methods for creating loops. In your case I guess the best one is For. Give a name to your loop and use the default settings (1 to 10) which will already give you 10 loop iteractions.

  • Depends on the type of game you're making. Several games won't even need a new layout but will, instead, have rules to destroy and create the levels on the very same layout.

  • base on created --> turret1 pin to base (pos & angl)[/code:40unr0x3]
    It will shoot at player but turret does not spin
    

    That's the problem, right there...

    pin to base (pos & angl)

    If you want your turret to be able to turn independent of the base, you must pin it position only.

  • Could you elaborate? I'm pretty sure nobody really gets what is your problem.

  • Not sure I get what you need exactly, but you should probably create a loop that runs 10 times and into this loop you pick a random instance and do whatever you want to do with it.

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  • You must pick the correct instance before applying the damage. I'm not sure how you're handling it, so a .capx would be nice.

  • 's workaround is just perfect! You should go with it, since controlling the actual pointer is not an option.

  • You're welcome.

  • If you want a game in which the axis of rotation never changes, as in the example you sent, it might be easier if you just give the Origin Image Point an offset, like in this working example I made:

    http://examples.gamesintheattic.com/rotation/

    Use left and right arrows to move.

    Not sure if this solves your problem, though...

    The .capx is here:

    http://examples.gamesintheattic.com/rotation.capx

  • OK that's great thank you.

    What is the benefit of pinning an invisible character to an animated sprite over just animating the sprite directly?

    Thanks again

    To be honest, I can't remember why I started doing it, but it was related to an animation problem I had.

  • I guess the Webstorage is always reset when you reinstall (or update) the app. I can't think of a way of avoiding it without using an external saving method, like posting it to a DB and having a variable that makes you update the Webstorage with the DB values on the first run.

    Obviously, this method would not work for you since I believe you're using Webstorage to avoid setting up an external highscore system...