LittleStain's Forum Posts

  • I would have thought you know the position of the image you'd want to use..

    I guess your question isn't very clear..

    Could you try and explain in greater detail what it is you are trying to do?

  • I guess you mean something like this..

    From the manual:

    Load image from URL

    Load an image from a given URL. The current animation frame will be replaced with the image. It is not shown until the image has finished downloading, and On image URL loaded triggers. Images loaded from different domains are subject to the same cross-domain restrictions as AJAX requests - for more information see the section on cross-domain in the AJAX object. Data URIs can also be passed as an image, e.g. from a canvas snapshot or webcam image. The Size parameter sets whether the Sprite object will be set to the image size when it loads, or whether to keep its current size and stretch the image.

  • Do you have an example?

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  • Very large issue (for me at least):

    While manipulating bones through the Q3Dbone-object (picked by name) , somehow the wrong bone is selected..

    I'm not sure if this had to do with too many bones in my object or wrong hierachy or something else, but a bone is manipulated, which is nowhere near the bone I was aiming for and which has a completely different name..

    I'm sure I'm pushing the boundaries of this plugin, but I'm very close to achieving what I want if I could only get this single bone manipulating to work as expected..

    Edit: Maybe there are other limitations, like name-length, etcetera?

    Yay!!

    All bones are accounted for and they all work!

    Somehow the export from Blender messes up the names (probably because the bones are parented, but not connected)

    Had to change the bone-names manually in the json after figuring out which was which, but it seems to work..

    Edit: The Bone-rotation is also not set correctly, but that is not that much of an issue..

  • You are linking to the page instead of the image, copy the image url instead..

    Issue is, after event 2 has run, event three will allways run, because it's conditions are immediately true that tick.

    So one way to solve this would be putting the animationframe check as a subevent and using an else statement.

    Another would be having a boolean variable on sprite6 and toggle it on left click, after which you could check the boolean and set the animation-frame accordingly..

  • > You are using the nickname-plugin, which I don't use, so I'm sorry I can't help..

    >

    Useful post...

    It is quite usefull to tell people why you can't help when you would have wanted to..

    If someone uses 3rd party plug-ins in their project, chances are much greater other people won't be able to open their projects..

  • You are using the nickname-plugin, which I don't use, so I'm sorry I can't help..

  • You mean something like this?

    Sprite is playing animation

    Sprite compare frame

    sprite spawn dust at imagepoint

  • >

    > > no this is not even one half part of what im going to do in that game but this are things that i dont know what to do and i learn a lot from it, sorry this is the first time that im asking people for this but I swear this is the last time I ask this and if you're so polite to help me i'll be really thankfull and i'll learn A LOT from it if you help me this last time. Really after this you wont see any post like this anymore. Just help me this last time. Please

    > >

    > > Just the part of the groups

    > >

    >

    > re-download link..

    >

    thankyou: mediafire.com/download/67xfwf91ufu29bf/groupsplease.capx

    I meant re-download the capx I posted, because I changed it to include groups..

    I don't need a link to a file I already have..

    If you want to change the speed at which they are spawned, you could change the time between spawns?

    I'm using the timer-behaviour in my example so changing the time is pretty straightforward..

  • no this is not even one half part of what im going to do in that game but this are things that i dont know what to do and i learn a lot from it, sorry this is the first time that im asking people for this but I swear this is the last time I ask this and if you're so polite to help me i'll be really thankfull and i'll learn A LOT from it if you help me this last time. Really after this you wont see any post like this anymore. Just help me this last time. Please

    Just the part of the groups

    re-download link..

  • I haven't applied any actions on it and I did it all right, but it doesn't even appear when I start the game and it's set to visible...

    Ah.. so you probably haven't put it inside the dotted area..

    Put it in the top right of your dotted rectangle in the editor and all will work..

  • HERE : mediafire.com/download/6nxdszz25y6febk/jump_simulating_and_spawning_in_groups.capx

    Please make the enemies jump to the player when they are near to him (the player) and to make the enemies spawn in groups too

    Did you really download game-creation-software to have someone else make a game for you?

    Like I said, If you re-download the capx from the link I posted,

    This one (If scrolling up is difficult),

    you will find the answer to the jumping..

    To spawn in groups I'd suggest creating a variable, setting it to choose(1,5) and repeating the create action variable times adding or subtracting from the creations x-position (depending on "left" or "right") the amount of distance you'd like between your enemies..

  • reload the linked capx..

  • Yeah I did but for some reason nothing changed

    Putting it in the right upper corner of a paralax 0,0 layer should work, unless you have actions applied to your healthbar that set it's position..

    If you use any kind of scaling, you might also consider adding the anchor behaviour..