LittleStain's Forum Posts

  • You could use any triggered event for this..

    You probably are changing something once when the iap is done, so that event could be used to add the save-action..

    Not sure if using a savegame is nescessary though, local storage would do just fine for a thing like this..

  • The question is to vague to answer..

    When is the collision supposed to take place?

    When is the collision not supposed to take place?

    If you disable collisions of an object, how is it supposed to detect a collision?

  • If you could share your events and/or capx it would be easier to answer..

    I don't think there is any bug or something wrong with (your) Construct2

    Right now, reading your question, I'd have to guess you have multiple events cancelling out eachother..

    Multiple events/conditions that are true at the same time and because construct2 reads events from top to bottom, probably only the last event is acted upon.

    But like I said, without seeing the way you've set up your events this is only a guess..

  • Stretching would be setting the width of the sprite..

    So put the origin of the sprite on the left.

    Pin the sprite to the player using pin-behaviour.

    Give the enemy line-of sight

    Stretch (set the width of) the arm when the enemy has line of sight..

    If you want the arm to point in the direction of the player, you should set it's angle to something like angle(arm.x,arm.y,player.x,player.y)

    If you want it to be better looking, you could change frames of the arm sprite depending on it's width ofcourse..

  • Setting the bullet direction after spawn?

    If it's only shooting right, your bullet's angle of motion is probably 0..

    To shoot to the left you should set the angle of motion to 180..

  • I have done the Polygons are fine I just done understand the problems.

    Did you change the polygons for every frame of every animation of every sprite?

    If you did and the message still is displayed it might be a good idea to make a screenshot of it..

  • You might actually pull it of with:

    keyboard on pressed up arrow

    player is not on floor

    set animation to doublejump

  • > To you and me it's worthless, for beginners it shows what the condition is (an empty event/condition can confuse some)..

    > Removing it makes no difference whatsoever..

    >

    Agree, but it doesn't mean that they can't understand it

    About the position of the action... now that I think about it a little more LittleStain, I'm pretty sure that lines 12 & 13 are not necessary executed secuencially because they don't belong to the same action and they are at the same place from the condition hierarchically speaking. Am I right Ashley?

    If this is right... placing the "Move 5 pixels..." in line 11 or 13 should be the same so it can cause the angle isn't know at right moment.

    As I understand events are read and executed from top to bottom..

    Because I'd like the angle to be known before setting it, placing the event setting the angle above the one moving at that angle seems like a logical choice..

    If I put the action in event 11, the first tick the overlapping condition is true the action would take place using the old value of the instance variable..

    Now at the first tick the overlapping condition is true, first the new value is set (triggered once) and after that it is used in the second action..

  • >

    > > Just a thing:

    > > - The "Every tickt" from line 13 is not necesary. The upper condition is an "every tick" condition, so if you use the action "Move 5 pixels..." without the "Every tick" but in the same line 13 or 11, it should work the same way. It's weird to use "Every tick" inside an "every tick" condition, it can produce non expected results.

    > >

    >

    > Using an empty (sub)event is actually the same as every tick, so removing it would make no difference..

    > If you put the action in line 11 it will not work as expected the first tick, because the angle is not set yet..

    >

    That is what I tried to say... the "Every tick" inside is worthless.

    And you're right... only in the same line 13 without the "Every tick" should work the same way I added the 11 line without reading the action before line 13.

    To you and me it's worthless, for beginners it shows what the condition is (an empty event/condition can confuse some)..

    Removing it makes no difference whatsoever..

  • > "I did, and none of them are beginner friendly. Why are all the quality programs costing nothing and the beginner programs cost upwards of 1000 dollars?"

    >

    > They aren't. Construct 2 neither costs nothing (in a seriously useable form) nor does it cost $1000. If you make $5k out of a game they only want £250 for it. If not it's about £70 or something.

    >

    > The reason the beginner programs "cost nothing" is they are try before you buy much like Construct 2. You aren't supposed to write full games with it (though there's no reason why you shouldn't), it's so you can see exactly what it does before shelling out your £70.

    >

    > Look at the competition ; the prices are eyewatering and many of them are annual subs.

    >

    Why couldn't they still put together a small team to occassionally update Construct Classic? They'd still get tons of money.

    It's pretty simple:

    If you think this program isn't worth your money, don't buy it..

  • Just a thing:

    - The "Every tickt" from line 13 is not necesary. The upper condition is an "every tick" condition, so if you use the action "Move 5 pixels..." without the "Every tick" but in the same line 13 or 11, it should work the same way. It's weird to use "Every tick" inside an "every tick" condition, it can produce non expected results.

    Using an empty (sub)event is actually the same as every tick, so removing it would make no difference..

    If you put the action in line 11 it will not work as expected the first tick, because the angle is not set yet..

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  • I thought I did this on line 1, third one down as so:

    'Drop Set Physics world gravity to worldGravity'

    Unless I am missing something there or going the entirely wrong way about this based on what you just said?

    The system - "on start of layout" event is performed on start of layout..

    The layout only starts once and so the actions attached are only called once..

    If you want the actions to be performed every tick, you use the system - "every tick" event..

    But in your case you could call this action every time a drop is created, for at other times it would be of no use changing the gravity..

  • uhhhmmm, you are changing the variable WorldGravity

    I don't see any events where this variable is doing anything except for an action on start of layout..

    You might want to make an action somewhere setting the physics gravity to the WorldGravity variable..

  • I liked your new capx, friend Luckily I made a copy, because I smelled it. Thank You

    Without rancor

    Glad to be of help!

    I thought at least you could contribute to "your" capx by uploading it, instead of linking to my dropbox..

    Seeing writing your own events and actions isn't likely to happen soon..

    I knew you had downloaded a copy of your own, so why link mine?

    Best of luck with "your" game!

  • Many, many, many ways to do this..

    Easiest is probably giving the sprite bullet behaviour, disabling it at the start in the properties..

    on sprite clicked

    sprite enable bullet behaviour

    sprite set bulletspeed : 100

    sprite set bullet angle of movement -180

    If you don't want the sprite to rotate turn that of in the bullet behaviour properties as well..