lionz's Forum Posts

  • You can put an imagepoint on the bottom of the object and pin to that.

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  • You can use this plugin to display the date :

  • And for OP...fixed?

  • The link to the image doesn't work but I imagine it is simple, you set the size of the button based on its position.

  • You could check that you've bought it by setting global variables, or possibly using an array. Once bought you just create the sprite or change the animation of the money.

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  • Ah very nice, I made an attempt but I couldn't do it that well, I'm more of a debugger than a maths wizard.

  • Well my method would work if the angle was predefined and wasn't open to change. Sounds like you want it to update the cue's angle constantly based on the angle that themouse is moving at so I guess yeah you'll have to do some maths here and calculate some angles. Good luck! xD I'm sure someone could come up with a solution tbh, maybe I could after some sleep.

  • If you've made a loop that creates all possible combinations of words that can be made with 6 letters then I think you've already done it? Or did you mean tried and failed..

  • You just set a co-ord into a variable for initial touchxy. Assuming you already have the angle for the cue set to i.e. 0, I would then move the cue at angle 0 every tick (position + the distance between current touchxy and initial touchxy. ) So if you're holding down and have dragged 50 pixels then the cue moves at angle 0 for 50 pixels, the distance between initial touch and current touch. Also it's a CUE, if you're making a pool game

  • Here was my event, for reference. I set the sprites to drag and drop. Make them collide to see how the weaker ranked one is destroyed. I store one of the rank variables temporarily in a global variable to compare. https://dl.dropboxusercontent.com/u/495 ... mpare.capx

  • You'll want to use containers for this I think. Put all grass tiles into a container object. Pick one grass tile, all tiles in the bush are picked. Destroy one grass tile, all tiles in the bush are destroyed. Set the opacity of one tile, all tiles in the bush change opacity. Not sure why you don't just have one bush object though, seems like it would be easier. If you have to make the bush from 5 grass tiles then containers are the way.

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  • I saw your previous post and was in the process of answering it works for me if I put the particles in a container with the asteroid. Then when you create an asteroid the particles are created along with them. Then pin them on created as you had in an event. It works fine for me even with the first spawned asteroid. There will be a logical reason why it doesn't happen for you, can probably be debugged to find a solution. This might sound obvious but maybe it wasn't considered as a possible reason behind it, is your first particle object already in the level so it is not created and therefore will not trigger the on created event for pinning?

  • I set this up in a kind of longwinded way, it can probably be cut down shorter. When two objects 'fight' or I assume collide or overlap, you can pick the nth instance of the overlap using system compare. In the overlap, one sprite will be instance 0, the other will be instance 1. You can compare that the instance variable rank for instance 0 is less than the variable rank for instance 1 and if so set instance 0 to destroy or 'lose', then put else set instance 1 to lose. This might be useful when doing these kind of 1 on 1 battles, it's Pick nth instance in system compare.