LittleStain's Forum Posts

  • Yeah, I was aware of the memory issue with using too many graphics. The thing about tile-maps is that you can't really click through the alpha spaces. :V

    Click through alpha spaces?

    What do you mean?

  • Like I said, there is no difference in the conditions between events 3,4,5 and 6..

    So if one of them is true all are true and all actions will be executed from top to bottom..

    also you are not specifying which instances you are talking about in the events..

    Your events and actions are very different from the events in the tutorial and all that makes them work, you seem to have left out..

    When changing events, please make sure you understand what you are doing and make sure there is no way C2 can't understand what you mean..

  • Mixing physics-behaviour with any other behaviour is not wise..

    If I understood what you mean with: " I have no idea for the player with the ball does not get lost"

    I might be able to help..

    For now I think you should either make the players have physics behaviour also or change the balls behaviour to bullet and play around with the settings untill it works like you want..

  • I gues this one does what you intend to do:

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

    BTW blackhornet capx works, because of setting the state to waiting, it does not have the issues of repeating the action everytime

  • system trigger once while true..?

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  • You need to check which angle?

    Sprite.Angle or Sprite.Bullet.AngleOfMotion?

  • You could try something like on start of layout set an instance variable on the weapon to either the hitbox.uid or an instance variable of the hitbox, that way you'd only have to check if the instance variable is the same on collision, if not, do damage..

  • Could you explain the difference between events 3,4,5 and 6?

    They all seem to have the same conditions..

    Events 7,8,9,10 and 11 don't seem to make any reference to which weaponsicon should be affected

    and first set the cursor to one position and change it's position again within the same event, which seems useless..

    Actually, I don't really understand why you have three on right button clicked events that could be true at the same time and probably are most of the time..

    You are checking if the cursor is playing a certain animation, but I don't see any action changing that animation..

    All events seem to make little or no sense, I'm sorry..

  • For each enemy

    System compare two values : distance(enemy.x,enemy.y,player.x,player.y) < 150

    enemy spawn projectile

  • Add a system trigger once condition..?

  • I don't have them on one layout but spread over many layouts, each stage uses a different amount of sprites and they fit in specific place so cannot use just one.

    I have behaviors and set the sprites as a family already, is it possible to add the clamp expression and add that to the family? would be cool if it can.

    If it didn't have to support multiple screen sizes i know bound to layout would fix my problem in a second.

    I still think you could use less sprites, but yeah, you could add a:

    system every tick

    family set X position to clamp

    amily set Y position to clamp

    Should work, but I would try and cut down on the number of sprites if at all possible..

  • Are the audio-files seperated by word or is it one long file?

    if they are seperated by word you could just set the text to a different colour depending on audio name..

    If it is one large file I guess you will have to define at what time in the audio file a word is spoken and adjust the text-object at that time

  • Does this work?

    https://dl.dropboxusercontent.com/u/485 ... ion-3.capx

    it creates 3 objects every 2 seconds on random spawn-locations..

  • >

    > Why not use the viewport expressions?

    >

    > They do exactly the same..

    >

    > Using the (0) for layer zero (1) for layer 1, you can reference the correct layer the sprite is on so it will consider the scaling and paralax..

    >

    I would if that actually worked, but when you use "Crop" those expressions are no longer reliable for highly scalable layers. The CanvasToLayer expressions haven't failed me yet...

    I use "crop" all the time and the viewport expressions haven't failed me yet..

    As long as I remember to use the right layer between the (), that is...

  • No. I'm really stupid. Thank you, it works now.

    Not stupid, it would be stupid not to follow a tutorial..

    Some mistakes are easy to make (especially in the beginning)..