LittleStain's Forum Posts

  • Seems to me, the on start of layout is meant for the new layout, right?

    Are all layouts using the same event sheet?

    In that case it might be wiser to have a seperate event sheet for each layout and use include event-sheet for all events that are global..

  • First we would need to know what a unit is and how you define it?

    Secondly, What behaviour are you using or do you want to use for the player movement?

  • Second question:

    Fist of fire on created

    Monster is mirrored

    fist of fire set mirrored

    First question

    Keyboard on "," pressed

    -- is animation crouch playing

    set aniation to "crouch attack"

    -- Else

    set animation to "attack"

    -- (blank subevent)

    Monster spawn fist of fire

  • What I would do in this case is use the patfinding behaviour to find the path and the bullet behaviour to move along the path, that way the path only has to be found once and when the last node is reached you could set the direction for the first node again..

    Something like I did in this example:

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

  • You can use the action:

    Set world gravity

    Set the force of gravity affecting all Physics objects. By default this is a force of 10 downwards.

    to set the gravity to 0 and create your own forces to simuate the gravity..

  • Gravity always has just one direction,

    but maybe you could remove gravity completely and replace it with setting a force for every object?

  • > Zebbi : You should really have a look at your origin-points, this is not the first time they are in the wrong place in the projects you shared..

    >

    Sorry, I wasn't aware the origin points were important in pathfinding, I've found that cloning items causes some strange origin point offsets, and alot of the time I haven't noticed any particular issues.

    > The origins on your Start/Finish blocks were bad, so that caused some confusion at first. When corrected, simple pathfinding works fine.

    > http://www.blackhornettechnologies.com/ ... r_BHT.capx

    >

    Wow, thanks for that, really helpful! I wasn't totally sure if it was possible or effective with pathfinding, but you've proved very well how effective it can be! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Origin points determine the x and y position of the object, regardless of the image part of the object, so yeah, kinda important..

  • This should work:

    Cannonball on created

    Cannonball z-order send to bottom of layer

  • > There is no such thing as full screen scaling "Hight"

    > I'm thinking you'd like letterbox integer scale for this, but you could ofcourse try different modes..

    >

    We came back from 0. Since the first post I already said I tried all possible combinations. That is, nothing came of it.

    I'm sorry for trying to help..

    Good luck!

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  • Zebbi : You should really have a look at your origin-points, this is not the first time they are in the wrong place in the projects you shared..

  • Although this was don in Construct classic and not Construct2,

    I think this one is done in a similar way to this:

    Shadows

    (Don't remember who made this example)

  • Angles in Construct2 are set up this way:

    0 = left

    90 = down

    180 = right

    270 = up

    You shouldn't test for the exact angle, though..

    Use system is withing angle, should work nicely..

  • I don't have the time for that, I'm sorry..

    If you could share your capx, I'm sure someone could implement this for you..

  • You can use sprite.Pathfinding.MovingAngle to set the animation.