LittleStain's Forum Posts

  • Something like this should work:

    Create a variable WhereTo

    When player overlaps object portalbricks

    System set variable whereto to portalbricks.portalto

    goto next layout

    On start of layout

    • Portalbricks compare portalto = Whereto

    > player set position to portalbricks

  • If you can't understand my questions, how will you understand my answer?

    You probably need something like

    on collision

    destroy

    set width : self.width+2

    set height: self.height+2

  • What is your exact question?

    Which part of creating this do you have issues with?

  • If you move the "cam" or the HTML element with Tween (for example), it moves with bug, not in a smooth way.

    True, that's because the element isn't part of the canvas..

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  • You are going to have to be more clear..

    You are still gettin NaN?

    What is the issue?

  • Well, the HTML-element isn't a part of the canvas, but a DOM-element..

    How are you creating this form and why is moving it not possible?

  • NaN means "not a number", so you are probably trying to use a string (text) value to set the variable..

  • I guess it would work perfectly..

    Give the family an instance variable cooldowntime (this can be different for each instance)

    om family powerup touched

    start timer for powerup.cooldowntime seconds..

  • Seeing this is a platformer, you could probably get very far by just comparing the x-position of the enemy with the player..

  • I'd gladly help on this program..

    I sent you a PM on this site..

  • I guess what you'd do is first set a (local) variable to the random number (you should use floor(random(4,12), because you don't want floating numbers..

    You could then use those variables to get the last lines in the x and y direction (the first is ofcourse always 0)

  • This is a very big question..

    Creating enemies that move towards the player is easy, but for the jumping you'd probably need invisible sprites to trigger the jump..

    The hardest part would be creating the conditions for the enemy when to do things and when not..

  • 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..

  • Is it possible in your case to use a function and family?

  • What do you want for know what choose ?

    Maybe you could share your events and/or capx, an image of your game, explanation on what the hand will be used for other that rotating..

    Simplest way would probably be to set the origin to the left of your sprite and every tick set angle towards mouse.x,mouse.y