LittleStain's Forum Posts

  • Buttons aren't canvas elements so won't be included when making a canvas snapshot..

    Only a real screenshot would solve this..

  • Ah, so it's creating one underneath the new one at the same time as dragging it away.. That sounds about right

    Well I guess if creating a variable for every object is the only way, I'll do that, it's just my project involves a lot of 'draggable' sprites so any where I can shave off code and variables I'd like too.

    Should be doable with just one IsDraggingUID..

  • set bullet speed to 0.5 or 0.1?

    bullet speed 1 is 1 pixel per second, bullet speed 100 is 100 pixels per second

    but 1 pixel per second seems way too slow, so I guess you must mean something else..

  • Here's a tutorial..

    https://www.scirra.com/tutorials/207/pi ... to-the-max

    And there's an example in this thread:

    viewtopic.php?f=157&t=116608

    There will always be some adjusting to do to get it to work the way you'd envisioned it offcourse..

  • LittleStain

    This looks exactly how i tried to create this -_-

    So this is not what you want?

    You want the player to turn towards the mouse, but stay at 270 degrees..?

    How is this supposed to happen..?

    You should turn, but you can't turn..?

    I'm probably missing something essential here..

  • > have you tried altering the infinite jump platformer example from C2? if not take a look at it how the infinite, background acts

    > however infinite background im not sure if that is possible yet in C2, since you are not able to expand the canvas of the game while running! i wanted to ask about it so many times, but then i think that is a flash features and not a html5, for the moment, however there might be a few capx around here

    >

    Thanks for your reply, but in the game you need to stack the objects because you are jumping on them for go up, and in the infinite jump when the platform is out of the screen it disappears

    Well..

    Set it so it doesn't dissapear?

    which would consist of removing event 9..

  • This would be the closest you get, but it seems weird to me:

    https://dl.dropboxusercontent.com/u/485 ... le270.capx

    All calculations are done before returning the player back to it's 270 angle

  • First person shooters work in 3D the way like my example works in 2D..

    The player turns toward the mouse position and moves in that direction..

    You want the player to move towards the mouse, but the player shouldn't turn towards the mouse?

    What if the mouse is not right in front of the player or even in the back of the player?

    Should the player move backwards?

    I'm not sure how you see this..

  • LittleStain

    I want player to move depending on the mouse position.

    W - Player moving towards mouse

    A,D - Player moving left/right from mouse

    S - Player moving backwards from mouse

    If i'll use your example - it's will be too hard for player. Unconfortable. So, i have to make player's angle focused on 270.

    I wonder will MouseLock plugin help here somehow?

    My example above will do exactly what you ask..

    Pushing left mousebutton will now make player move towards mouse..

    If you make the player stationary at 270 degrees, how will it move towards the mouse?

  • LittleStain

    Something like this, but i would like to player have the same angle as layers. It's better for movement.

    Thanks for helping me!

    I'm not sure what you mean, haha..

    Wouldn't that simply be putting the player on the layer you are rotating?

  • Are you sure you'd want to rotate the layout and not a layer?

    Just asking because rotating the layout would in my idea ruin any possibility to have a static HUD..

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  • Also can you add a quick function (Wait "Untill Current Animation Finishes") <- As an action not an event...

    Wouldn't "system wait for signal" action and on animation finished "system signal" work for that?

  • Couldn't you just set rotate to NO in the pathfinding properties?

  • You mean something like this?

    player on pathfinding arrived

    system pick object where variable = 0

    player find path to object.x,object.y