justifun's Forum Posts

  • Litetween and rex's litetweenmod can do that

  • Just select the action you want, then paste it, and it will show up below it.

  • ^^^^ just use a VM and it works fine in OSX

  • ok i think i figured it out, and it was way simpler than i was thinking it was going to be.

    bg.speed = distance(player.x, player.y, viewportLeft(0), player.y)

    thus, the further the player is from the left hand side of the screen, the faster the bullet speed

    duh

  • I know there's some handy algorithm i should have learned in school that will probably make this one step.

    But basically i have a side scrolling flying game, and i want the background speed to scroll faster the closer to the right hand side of the screen you move, and slower the closer to the left you are.

    on the far left, the slowest the background should ever move is 30, and the furthest to the right you can move is about 3 quarters the width of the layout, and the background should be moving is 200

    thanks math genius's!

  • after you have created a spine object in C2, right click the "files" folder in the right hand side project folder list and import the .atlas, .json and .png image that you exported from spine.

    then on thet hand side properties window, you fill in the 5 empty fields.

    Spine Data URL: character.json

    Atlas Data URL: character.atlas

    Skin Key: default (or whatever skin name you are using)

    Anim Key: walk (or whatever your animations names are)

  • newt - is that a simpson's joke? or a you asking where the action is?

    the idea with using a group is you would put all keyboard related control events in there, then deactivate it at start

    then use the "on any key pressed' action -> enable group "keyboard controls"

  • chrisbrobs - would it be possible to adjust the rotation angle in any 360 direction? eg: so it looks like a ball rolling vertically or any angle perhaps? Imagine controlling the angle via a joystick direction

    thanks!

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  • Does not work for me either

  • KyleWilliamson - The issue with using "has animation looped" or "looped x times" is if you are using it with an animation that isnt loopable eg: performing an edge climb (where the character moves away from its starting location) then the animation will loop back for 1 frame before determining that its "looped" and you will see a visual "pop" before it transitions.

    that's why if there was a way to say If animation.time = animation.length (which technically there is, but it doesnt work), or an option to simply say "on animation "climb" finished" it would work smoother.

  • Thanks KyleWilliamson, ill give those a shot.

    So for #1 you do

    Play animation "jump"

    wait 0.677 seconds (or however long the jump animation is)

    set "jump" rate to 0?

  • - that's hand drawn animation, so no, you'd make that in another application

  • Did you try opening the Tower defense pathfinding example file and see how they did it?

  • When you use the action "on object clicked" it will "pick" only the object you clicked on.

    For your destroying example, you need to specify which object is going to get destroyed, by picking it first.

    it can be the one you clicked on,

    the one with the highest Y value

    the one with the lowest opacity.

    however you want to pick it

    so for example

    On Mouse "enemy" is clicked -> destroy enemy

    or

    Enemy.Opacity < 50 -> destroy enemy (this will only destroy and enemy with less than 50 opacity.)

    The event "picks" and the action runs the corresponding code based on what you picked.

  • You can use the bullet behavior with gravity turned up.