DarkRoomGames's Forum Posts

  • I see. I'm sure there's a way to make it happen with a little outside the box thinking. Good luck!

  • No, but you can set objects to the mouse in events. I believe that was the intended question. And just like the last post you were oh so helpful in, please try to contribute some assistance rather than just shoot down a question or criticize an answer. The community does not need that.

  • I doubt C2 would have the option for "is equal to" if it was not possible to use. It works for me every time. If you have a better alternative then perhaps you should post it.

    Anyway, use the advise or not, it's just my 2 cents.

  • I like using RexRainbow's "moveto" plugin for things like that.

    https:// scirra.com/forum/behavior-moveto_t63156

  • You could give the player sprites the "Solid" behavior. That should keep them from overlapping. Just make sure they don't spawn right on top of eachother.

  • Check out the examples that come with C2. There is a top-down ex that explains this.

  • Every tick, set obj.sprite x, y to mouse cursor x, y.

    Be sure to look up the C2 manual. It has just about everything you need to know inside it.

  • If you're trying to make a combo system with different attack animations you will need to have some variables, and like jeffige said, each of those individual attack animations on hand.

    The way I used to do it was to set a player input condition while the attack animation is playing that would activate a variable (Called combo). At the end of the attack animation, if the variable was activated then the next attack animation would run. I would just continue doing this to chain together combination attacks. Hope this helps!

  • It may have to do with your layout and window sizes. If your window is larger than the layout then there could be exposed borders.

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  • Use sprite coordinates. (I'm assuming this is a side-scroller game) Make an event that says "If player X is equal to Spike X, Spike animation "Fall" plays.

    If Spike animation "Fall" is playing and Player collides with Spike, Player is destroyed.

    That's the basic logic behind this particular event. Explore the sprite events and you will find the conditions in each one that will allow you to do this. There's never just one way of doing things, you can cause this same effect in many different ways. When you get the basics down you will find different methods that best suits your development logic.

  • if your layout size is appropriate for it you can also just add the "destroy on outside of layout" behavior to your player. And then whatever events you want to follow that.

    Or you can also set a Y coordinate (or collision box) that will respawn your player at its starting position if the player overlaps either of these.

    There's a number of ways to handle it, just study the basics and be creative!

  • If you make the player sprite a global object it will remain in the same position when transitioning layouts.