LittleStain's Forum Posts

  • What are we supposed to see in this image that will help with your question?

    The action you are looking for is:

    text object - set text :"bladibla"

  • The answer is in the manual:

    Note WebStorage only stores strings. If you set a key to a number like 100, when you retrieve it back it will be a string. To convert it back, use the system expression int, e.g. int(WebStorage.LocalValue("score")).

  • While pressing z:

    It would consist of checking the distance between player and enemy..

    If the enemy is within reach, depending on the behaviour you want to use, set either it's vector or angle towards the player or simulate pressing right/left/up/down..

    Increase the sucking power (speed of the enemy towards the player) depending on the distance..

    Shouldn't be that hard if you know a bit about programming with construct2

    But seeing this is your first post, you might want to follow some tutorials first, just to get the hang of things..

  • Could you explain what you mean by going to a different layer and going back to the main layer?

  • It seems you aren't able to reference sprite_02 and/or sprite_01 at that specific time..

    Wait 0 makes sure this action will be executed after all actions (in this specific tick) and as such after the create action, which makes the referencing of the sprites possible..

    wait 0.5 will therefore never be needed..

  • Sprite on collision with wall

    Sprite animation = "red"

    sprite destroy

  • Adding a wait 0 seconds action before pinning makes it work..

    (That way the pinning action will be performed after all other events in the sheet are)

  • I'm not sure having 48 frames in 8 different animations would be that big of an issue, but if this works for you, go for it!

  • Why would you want to avoid animation-frames?

    If you have a good reason, there are always other ways..

    Sprite.colour wouldn't make much sense btw, for most sprites consist of more than one colour..

    You could always make an instance-variable colour for your sprite, but the question would again be how you change the colour of that sprite (if animation(frames) are out of the question)

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  • No but you can reference the framenumber, animation, And if you use the hue effect it's parameters..

    If for any reason, these ways won't work for your intended purpose, there is the third party plugin canvas which has a rgbAt expression if I'm not mistaken..

  • That question can only be answered if we know in what way you give the sprite the colour..

  • Although I'm not sure if this would work with physics and I doubt using physics is the wisest decision in this particular case, using the system action set object timescale, for a certain amount of time could get you this effect..

  • I'm not really sure what you'd like the character to do on click..

    Set position will set position instantly..

    If you only want the character to in the direction of the position you could set the destination x and y coordinate and set the angle of the character towards it..

    If you want the character to find a way to the position you could try the pathfinding behaviour..

  • A workaround would be to do something like creating a sprite with the fade behaviour and setting the volume of the sound to sprite.opacity..

    Also a third party plugin was made to fade-in/fade-out sounds:

  • When creating events it's always necessary to reference the object you want the actions to refer to..

    your first event would work if you picked the right fist for the right fighter..

    Right now no fighters are referenced in the event..

    So you probably mean for the first event:

    system for each fighter

    system pick fist by comparison fist.playernumber = fighter.playernumber

    fist set position to fighter