LittleStain's Forum Posts

  • It seems it does work, but when your characters are further away from eachother than the viewport width and the camera is in the center, you obviously won't see them..

    You could either limit the movement of the characters or add a zoom function for when they are further apart..

  • on space pressed

    -- angle is 320

    set angle to 230

    -- else

    set angle to 320

  • Yeah, you could always use the OldX, OldY trick..

    Should be something like this:

    create three instance variables OldX, OldY and A

    -sprite is overlapping

    -- trigger once

    set A to : angle(sprite.x,sprite.y,sprite.oldX,sprite.oldY)

    -- system every tick

    sprite move 5px at angle A

    -else

    sprite set oldx = sprite.x

    sprite set oldy = sprite.y

    • (event)

    -- (sub-event)

  • You should set the text in the event sheet..

    When doing so you can use set text = "line 1"&newline&"line2"&newline&newline&"line 3"

    to get:

    line 1

    line 2

    line 3

  • Although this is not a direct answer to your question, it does have an angle follow and angle set compared to the base object..

    You might be able to turn this into what you are looking for..

    https://dl.dropboxusercontent.com/u/485 ... ollow.capx

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  • Your issue is that when event 6 is true it's actions make event 7 true in that same tick..

    Events are read from top to bottom.

    You could convert the gesundheidspunkte to a subevent and use an else event for the second one, but in this case switching event 7 with event 6 would also work..

  • Well, after a lot of tweaking to your latest suggestion LittleStain I finally got it to work!! Thank you!!

    And I olso realized what the problem was. It seems C2 is an idiot, what did you do Ashley , get him drunk? No, but seriously, it seems C2 does not know what = means....

    It doesn't matter what value I get C2 to check on in the third event 4, 3, 2, 1(YESS even 1 which we actually previously set it to in event nr.2!!!...) as long as I use =(equal to) C2 doesn't figure it out. However if I use >(greater than) well then it works....

    Extremely stupid in my opinion(guess now I have to go over all of my games and see if I used = anywhere else...) but at least I'm glad I got it to work. Thanks again Stain.

    And don't worry MadSpy , like Stain said, we're all here to learn. I don't think anyone here knows C2 inside out and 100% never needs any help.

    = (equal to) does work on my computer in the example from which I took the event-screenshot..

  • Using the search function for trail you can find a lot of topics about this..

    usually it would consist of spawning objects by the player object at certain time-intervals or distances..

    If you are using a tilemap object you might want to just remove or change tiles on overlap..

  • You mean using the file chooser object?

  • If the overlapping happens the darker patches will happen..

    2*25% opacity = 50% opacity

    depending on how your movement is set up and what sprite you want to use for the trail, some adjustments can be made, They would probably consist of either preventing the overlap or using a tiled background or putting the sprites on a different layer and adjusting the opacity of that layer..

    Could you share your capx and/or explain the freedom of movement of your sprite and the expected trail?

  • (as usual)

    Haha..

    "As usual" is a bit of an exaggeration, I still learn on here every day, but thanks..

  • Could you explain in what way this is different from the jumper template?

  • Like this works for me:

  • I guess making the TimerVariable=0 a subevent with the actions start timer and set TimerVariable to 1

    and adding an else add 1 to TimerVariable would solve it..

    Hahaha, I'm not really awake..

    Problem is you set the timer on an object and destroy it right after that..

    Destroying the object makes it so no actions can be applied and as such the timer is destroyed too..

    Which ensures ther can be no on timer action..

    Putting the timer on another object will take care of this..

  • lennaert forgot something..

    It was almost correct..

    Object set position

    X: VieportLeft("UI")+(ViewportRight("UI") - ViewportLeft("UI")) / 2

    Y: ViewportTop("UI")+(ViewportBottom("UI") - ViewportTop("UI")) / 2