LittleStain's Forum Posts

  • > You mean like in this topic?

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    That helped a little, couldnt download the .capx but i made my player have physics and the floor has physics but he just falls through it. Even when both are set to immovable.

    Thanks for your help

    The capx in the last post is what you are looking for, it works without physics and is much better..

  • I guess you've read this:

    Set playback time

    Set the video playback time to a specific time in seconds (i.e. seek to the given time). Due to the way video encoding technologies work, the video may only be able to seek close to but not exactly on the specified time.

    My guess would be setting it to 7.45 seconds should work also, just like you can set "every x seconds" to 0.2

    I haven't tried though..

  • You could add a trigger once while true condition to your event..

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  • There are many examples in this forum, with and without using behaviours..

    viewtopic.php?t=121710&p=870976#p870976

    viewtopic.php?f=147&t=123914&p=882105&hilit=grid+move#p882105

    And this capx might help:

    https://dl.dropboxusercontent.com/u/485 ... t%201.capx

  • (towards the left side)

    I dont think bullet works, its not letting me go backwards.

    Bullet set angle of movement to 180 would do that..

    In the properties of the bullet behaviour you'd want to "set angle" to no

  • Could you share your events and/or capx, because for now I can only repeat the same answer..

    set the amount of pixels per frame lower to reduce the speed..

    You might be a lot better of using the bullet behaviour or the move to behaviour or even the 8 direction behaviour to get it done the way you envision, but I wouldn't know, for it is very unclear to me what is and what isn't happening the way you want it..

    Maybe checking the x-coordinate on which the sprite is created with it's current x and having the movement depend on that would help..

    But really, without further clarification about your events and the expected result, I'm only guessing..

  • Many ways to achieve this, probably the easiest would be starting with the 8-direction-behaviour and setting it to 4 directions..

  • This blog post by Ashley might clear that up:

    https://www.scirra.com/blog/83/optimisa ... -your-time

  • You could add a trigger once while true condition to your event..

    What is the certain distance, what is the speed?

    Would using the bullet-behaviour work for this?

    You might want to have a look at the moveto behaviour plugin in the plugin section of this forum, for it sounds to me it does exactly what you are trying to achieve..

  • But it only lets me input distance, and I need it to travel a specific amount.

    Please explain what you are trying to do and why you are using this action for it..

  • That just spawns all of the sprites in the family. I want it to be spawned one at a time, since I need to spawn one sprite at different times, so one during each interval can have a specific action to follow

    What event/conditions are you using for this action?

    When are the sprites supposed to be created?

  • Yeah, I inputted a number, but it went superfast across the screen.

    If it's too fast, use a lower number..

    If it's too slow, use a higher number..

  • To me it seems the move forward action requires numerical input..

    1 means 1px per tick

    2 means 2px per tick

    So I guess changing that would speed up or slow down the movement..

  • You mean like in this topic?

  • Best workaround would be preventing it from happening alltogether..

    The other way would be to add conditions for each possible unwanted situation..

    Comparing either player position on overlap or maybe the boundingbox and moving some px in the desired direction untill overlap isn't happening anymore (this could offcourse be done within the same tick if wanted)..