LittleStain's Forum Posts

  • If you are using either the uid method or the container method this shouldn't be happening if you have your events set up properly..

    I don't think that without seeing your events and/or capx we can help any further..

  • If it's too small, make it bigger..

    If it's visible it should be touchable, though..

    I'm not sure what kind of answer you expect..

    Did you check the collision polygon?

  • I explained what the event you created does..

    If you want it to do anything different, you should change the event..

    You could solve it by by:

    on spacebar pressed

    spawn bullet

    bullet set angle of motion..

    or

    on bullet created

    bullet set angle of motion

    or any other event referencing the bullet you want to affect..

    Right now there is no reference to the bullet, so all bullets are affected.

    By placing it under the create action, the bullet in the next line is the one just created..

    By using the on created event, you are referencing the bullet..

  • If this is the only event affecting the bullet angle of motion it will only change on the moment the space bar is pressed..

    So every time the space bar is pressed all bullets on screen will set their angle of motion to the angle of tutu..

    I'm not sure what you want to change about this, so more explanation is nescessary..

  • Your question isn't really clear.

    What is happening and what should happen?

    Why can you barely touch them?

  • Ok.. so something like global layers?

    I've never worked with RPG Maker or MMF2, but all of these programs have their own seperate ways of achieving the same thing..

    Instead of talking about layouts and not layers and such and comparing it to other programs, you might get a better response on how to create the effect you want using Construct2 by telling exactly what effect you want..

    You could for example create global layers, use groups (in included event sheets?) to activate/deactivate the events related to them.

    This way you could create your menu in a seperate layout and have it displayed over (in) any other layout.

    But as it's unclear to me what you want to do exactly and why you want to do it a certain way, I might be way off in my explanation..

  • searching the forum?

  • This would be one of those places to add an "else" event..

  • Would it perhaps be easier in this case to use the touch object and the "on tap" "on double tap" and "on hold" events?

    another way would be to use the timer behaviour to check how long the mouse button is clicked and how long the time is between two clicks..

  • LittleStain

    [quote:1h1imv5n]You'd ofcourse have to make actions for what you want to happen when both right and left are pressed at the same time..

    Which one is dominant at what time?

    How can this be achieved best?

    I think that depends on what you want to happen..

    I can't decide what's best for you..

  • something like:

    on left pressed

    animation "right" is playing

    play animation "skid"

    You'd ofcourse have to make actions for what you want to happen when both right and left are pressed at the same time..

    Which one is dominant at what time?

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  • Either create a new tiled background in front of the old and have it fade in, or create a new tiled background behind the old one and have the old one fade out?

    This could be done with the fade behaviour or by changing the opacity over time..

  • Wouldn't it be easier to do something like this?

    enemyA on created

    set bullet speed

    enemyB on created

    set bullet speed

  • Well it's obvious..

    system tickcount = 2

    can never be true if you have a layout before this..

    It checks if it's the second tick since the game started and that second tick has already long passed..

    This ofcourse also is the case for system tickcount = 3 and 4 etcetera..