LittleStain's Forum Posts

  • You were already very close..

    Just added a second boolean "clockwise"

    Lock pick improved (R214)

  • And i told you to not comment on my project. Telling me that my images are too big and that i have too many sprites and shouldn't call them all sprites is commenting.

    I'm sorry for giving unsollicited advice..

    Pinning works like blackhornet explains, actually all events do..

    You have to reference the sprite you intend to do actions on in the event..

    So if you use the pin action, it should be clear which instance of the object you want to pin to..

    This is called picking..

    In your case you could use overlap or pick nearest..

    If there is only one instance of the object to pin to on the layout, automatically the right object will be selected, ofcourse..

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  • Could you post an example?

    My guess is it would be possible to base the water parameters based on the scale of the layer with one simple event/action..

  • Hello developers.

    I want to check overlapped objects.

    For example,

    Object A is overlapped with Object B

    How to check the state of overlapping?

    Thank you for reading.

    You could use the condition:

    ObjectA is overlapping another object : ObjectB

  • (var3/100)*(100-var4)

  • You can just copy (not clone) the first sprite..

    In your event sheet add a condition to the events..

    You talk about the right position in your post, so check if the sprite is in the right position in the condition, so only then the actions are run..

  • I'm sorry..

    In the last few years, while trying to help users I've downloaded hundreds of capx from this forum and this is the largest yet..

    After opening it, it became clear that was mostly because of the huge images and the amount thereof..

    But ofcourse,why would 415.5MB estimated memory usage be too big?

    Oh I haven't found the pinning issue yet, neither in the game nor in the event sheet..

    Why don't you name the sprites?

    Having them all called spriteXX is pretty hard to read

    Also grouping similar events would make reading the event sheet a lot easier..

    Maybe using families and functions, tilemap and/or tiled backgrounds?

    Just some friendly advice..

  • How about putting the things you don't want to swipe on a layer with paralax 0,0?

  • 208 MB ??

    Couldn't you make the capx bigger?

  • You could also do it like this with the "move at angle" action.

    create bullet at (player.x, player.y)

    bullet: move player.height/2 pixels at player.angle-90

    bullet: move random(-0.5,0.5)*player.width at player.angle

    I always love your solutions..

  • I guess you could put an image point on each of the top corners and spawn at:

    x = lerp(player.imagepointx(1),player.imagepointx(2),random(1))

    y = lerp(player.imagepointy(1),player.imagepointy(2),random(1))

    offcourse you should choose the random number between 0 and 1 before using it inside the expression,

    that way the position will be on the line between the points..

  • Ok, so why won't the above explanation work for that?

  • Just pasting the link that usually answers questions like this:

    https://www.scirra.com/blog/112/remembe ... our-memory

  • Although the question isn't very clear..

    I guess a very simple solution would be creating an object outside of the viewport and using the bullet behaviour to move it to the desired spot..

  • How much experience do you have in game-creation?

    Making a game like those, will take a long time, even if you know exactly what you are doing..

    To get good answers you should split up your question into parts..

    Which part(s) of making the game do you have issues with?