LittleStain's Forum Posts

  • Add the condition: sprite pick by unique ID

  • Out of interest, did you do a full, clean re-installation?

    I just reinstalled r214, and checked after uninstalling to ensure the 'Tools' folder was empty, before reinstalling, and it definititely installed 'pngout' as well as the other tools.

    I always do the de-installation provided in the installer..

  • LittleStain

    I have r214 installed and I have both pngcrush and pngout installed in their own folders off 'C:\Program Files\Construct 2\exporters\html5\tools'.

    Ok..

    Downloaded pngout.exe from Here put it in the correct folder and everything is working as expected..

    I have no clue why it was missing, but this solved my "bug"..

  • The directory "pngout" inside the construct2 program files directory is empty..

    It seems to me pngout.exe is no longer used and has been replaced by pngcrunch.exe (which does exist in it's directory)..

    Is this true?

  • would using a tiled-background with it's origin at the left to create the line work for you?

    spawning it at the sprites that are IsLinked setting it's angle towards the second one and it's width to the distance between them..

  • my collision polygon is okey i checked it

    What I meant was, is it the same for every frame so it won't create an (unexpected) overlap?

    Is the collision polygon symetrical, so when you change directions it is not suddenly overlapping?

    Do you use a sprite for the movement and one pinned to it for animation?

    There is a simple solution for your issue, but without having a look at your capx, we can only give limited advice/answers..

  • > I guess you could put the menu on a layer with blendmode and force own texture..

    > Another way would be creating and destroying the menu-items dynamicaly..

    > A combination of both would ofcourse also be possible

    >

    > It all depends on your needs..

    >

    Could you link me to some tutorials/read-ups for what is blendmode+force own texture?

    There is a blendmode example available from the new project dialog..

    Force own texture is a layer property, so the blendmode affects only that layer..

    effects and blendmode

  • you mean something like:

    cursor is over button1

    or

    cursor is over button2 - set cursor to hand

    else

    set cursor to default

    if you have the paid version, using families would be easier..

  • Seems to me alextro has given you a great starting point..

    What you have to do now, is adjust things so they suit you better..

    "my 1st trouble is all the ball will have the same move"

    It's unclear if you want to have the same move or not..

    If not you could add randomness or adjust per ball depending on your requirements..

    "If I use just 3 point like your capx file , I just only make a banana move"

    You might want to try adding more points, although the math will probably become a bit more complicated..

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  • just adding a system trigger once while true condition to the cursor is over event should do the trick..

  • Not sure, but have you tried turning off Seamless mode, since your tiles aren't connected in your tilemap, this might cause the issue..

    Construct2 seems to prefer tilemaps in which the tiles are against eachother, starting from the top-left.

    the tile offset and tile spacing are for compatibility with existing tilemaps, but if possible I would avoid them.

  • I guess you could put the menu on a layer with blendmode and force own texture..

    Another way would be creating and destroying the menu-items dynamicaly..

    A combination of both would ofcourse also be possible

    It all depends on your needs..

  • Why don't you just try?

    If you set a text to lerp(0,50,2) you get 100..

  • This should be a good start:

    Ofcourse, other keys (keycodes) should also be taken into account..

    edit: SpriteF = SpriteFont-object

  • Although I have had no difficulties working with the tilemap myself:

    If your tiles are 32x32 adding those settings to the tilemap-object properties should get the tiles to be the correct size..

    Having the background show might be because of your tiles having (semi)transparent edges..