LittleStain's Forum Posts

  • Why do you have the turret set to rotation off if you want the turret to rotate?

  • One way would be to put the layer you want to scratch away on a layer with force own texture.

    Then on touch create a sprite on that layer with blendmode set to destination out..

  • From the above tutorial:

    Scale inner mode

    Like Scale outer, this mode scales the view and uses the full display. However it handles aspect ratios differently: whereas Scale outer shows more of the layout if the aspect ratio is different, Scale inner shows less. Since it prefers to cut off parts of the view, it never accidentally shows content outside the window... but you still have the opposite problem - it might cut off something that you want to be seen!

  • Well first you should pick one of the men to use as a starting point..

    I will give it a boolean variable Startingpoint for this example

    Also I'll add a boolean variable IsSorted

    also I wil use two global variables StartingpointX and StartingpointY

    on button pressed

    ----men is startingpoint

    system set startingpointX = men.x

    system set startingpointY = men.y

    men set IsSorted to true

    -- system repeat 5 times

    ---- pick all men

    ---- men Issorted is not true

    ------- men pick nearest to startingpointX, startingpointY

    men set position to startingpointX, startingpointY+3

    men set IsSorted to yes

    system add 3 to startingpointY

    easiest way would be to create a function for this and call it with an action.

    comparing if men.count is not the same as the number of men with IsSorted is true

    After the repeat 5 times you could subtract from the startingpointX to get to the new row of men.

  • If you want to allow cropping you should choose for scale-inner..

  • Another way would be to push the desired info into the array..

    Push

    Add a new value either to the beginning (front) or end (back) of an axis. Since the Array is a 3D cube of values, technically this inserts a new 2D plane of elements all with the given value. However in 1D arrays this adds a single element, and in 2D arrays it inserts a new row of elements.

    • Check the number of bits of data that come in through AJAX.LastData (divided by a separator). And then quickly create the array in the right size and load the data into the array?

    This would be pretty easy using TokenCount

    tokencount(src, separator)

    Count how many tokens occur in src using separator. For example, tokencount("apples|oranges|bananas", "|") returns 3.

  • If you call the layouts easy1 - easy50, medium1 - medium50, hard1 - hard50

    You could use the action goto layout by name

    system goto layout by name = "easy"&floor(random(1,51))

  • To create one row:

    Create a global variable Yspawn

    on button pressed

    system set Yspawn to the Y-coordinate of the first man to be created

    -- system repeat 5 times

    system create man at x= 200 y = Yspawn

    system add 3 to Yspawn

  • Here:

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

    you can now open and close the cupboard with the coat still in it and open and close it after the coat is taken out..

  • Or add a imagepoint on enemy1 where the origin of enemy2 should be and let enemy1 spawn enemy2 at that imagepoint..

  • As far as I know the expressions in the manual are all the expressions you can use inside your events/actions.

  • Yeah, so you should create the second object relative to the first?

    something like:

    create enemy1 at 200,200

    create enemy2 at enemy1.x+15, enemy1.y-30

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • And what is the problem?

    You can create two different objects in one event..

    for example:

    on left mouse button clicked

    create enemy1 at x=100, y=100

    create enemy2 at x=100, y=100

    You might want to pin them to another sprite and have the movement actions on that sprite first and after a certain amount of time (timer behaviour?) seperate the events for the two different enemies to split them..