dop2000's Forum Posts

  • The easiest way is to define 5 imagepoints on the table sprite. And then simply place cards on these imagepoints.

    Card #1 goes to "CardPoint1", card #2 goes to "CardPoint2" and so on.

    Card set position to (Table.ImagePointX("CardPoint" & cardNumber) , Table.ImagePointY("CardPoint" & cardNumber))

  • Your code is too complex..

    If you have the same emotions in the same frames in Faces and EmotionWords sprites, you can do something like this:

    variable clickedFace=-1
    variable clickedWord=-1
    
    On clicked Faces        -> Set clickedFace=Faces.animationFrame
                           -> Call Function "SeeIfCorrect"
    
    On clicked emotionWords -> Set clickedWord=emotionWords.animationFrame
                            -> Call Function "SeeIfCorrect"
    
    On Function "SeeIfCorrect"
       clickedFace not equal -1
       clickedWord not equal -1
    
            clickedFace=clickedWord  -> Set text to "Correct"
            
            Else                     -> Set clickedFace =-1
                                     -> Set clickedWord =-1
                                     -> Set text to "Incorrect"
    [/code:hc0lxzcr]
  • This is quite a big and complex task.

    Check the FAQ and Tutorials, there are a few examples of inventory.

  • Ajbael

    You found a very old post. There are a few addons your can use, I recommend LiteTween:

  • Have you tried Browser -> On Resumed?

  • Which part of the video are you referring to?

    Also, what do you mean by "when you play a card" - is this when you remove a card from your hand and place in onto the table?

    Or is this when you receive a card from the deck and it's added to your hand?

    I'm struggling to understand how is this question different from your previous post?

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  • Pinning the weapon is one way to do this.

    But probably a better solution would be to define an image point on the tip of the weapon (say, sword) and check if this point is overlapping an enemy:

    System-> Pick Enemy overlapping point (character.imagePointX("weapon"), character.imagePointY("weapon"))

  • Thanks, OddConfection , kriand

    Sine looks nice, but the movement is predictable. Turned out that Sine random settings (magnitude, period, offset) are not randomized after each cycle. If I change them with events, it's better, but still the sprite moves in elliptical trajectory most of the time.

    The example with Custom Movement looks more chaotic and natural, I'll probably use it.

    Thanks again!

  • OddConfection

    Thanks! I think I tried Sine, but it looked kind of repetitive.. Do you change random values after every cycle?

  • Yeah, sorry, couldn't find the right video.

    Well, maybe a bit more than 10 pixels. The important part is that the motion should be pleasant and relaxing.

  • Nah, that's just moving from one random point to another. Sprites are making sudden stops and sharp turns.

    I want the trajectory to be smooth and rounded, something like this:

  • I want to move a sprite, as if it's gently floating in the water or in space. (within about 10 pixels of its original position)

    Similar to this video, only more smooth, without sharp changes of direction:

    Subscribe to Construct videos now

    Can't figure out how to do this.. So far I had the best result with a combination of two LiteTweens, but it still doesn't look as fluid and natural as I want.

  • Maybe you removed tilemap from the layout?

  • MoscowModder

    I made a simple capx demonstrating this bug.

    https://www.dropbox.com/s/hyo3l5hg1ra74 ... .capx?dl=0

    It freezes on me about 30% of times I press Blood button after Load.

    I suggest you report it here:

    bugs_f151