LittleStain's Forum Posts

  • It should be something along the lines of setting the angle of the layer the car is on to the angle of the car..

  • Hi,

    i have exactly ... the same problem on ios

    related post

    i was thinking about set the size of the iframe to the avalaible screen and set x to centrate ... but fail

    Why do you ask a question about setting the height and width of an image when you mean using iFrame and specifically iFrame on iOS?

    You must understand that asking the wrong question will not give you the right answer..

    (When you ask how to make chocolate milk, nobody in their right mind will think of telling you how to make strawberry-icecream)

  • There's a Pan/Zoom example shipped with C2..

    Just type zoom in the searchbox when selecting new project..

  • It seems to work just fine, as long as you don't break the chain while istouch = 1

    You don't have any events/actions to change the animationframe while istouch = 1

    This can probably be solved with a simple else event..

  • > Unfortunately your capx uses a third party plugin i-frame which I don't have, so I can't open it..

    >

    https://www.dropbox.com/s/u8sht4xg07t7b ... e.zip?dl=0

    Thanks, but I'm not going to download and install something I will never use just to answer your question..

  • Try pin-behaviour on the sword and pin it to your player..

  • Although you probably understand exactly what you have explained above, for someone who hasn't seen it it is very unclear..

    Could you share your capx and/or make some kind of drawing of the effect you are aiming for?

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  • Unfortunately your capx uses a third party plugin i-frame which I don't have, so I can't open it..

  • using the same values..

    set it's x position to viewportleft(0)+0.5*(viewportright(0)-viewportleft(0))

    You should be able to figure out the y-position yourself now..

  • This should work to stretch the sprite to fullscreen:

    set width = viewportright(0)-viewportleft(0)

    set height = viewportbottom(0)-viewporttop(0)

  • It seems the above links show you how to detect the swipe, so all youd have to do is attach the movement action to the detection..

    You could easily set a global variable to "left" for example..

    Check the value of the global variable and attach the movement action you'd like when the direction of the swipe is "left"

  • > HerrVonClaussen

    >

    > It is nothing to do with what Carboncopy has put.

    >

    > Event 8 is overriding the animation.

    >

    > You have:

    > Keyboard Space NOT down (which is the majority of the time) -> SprPlayer Set animation to default

    >

    I looked at the .capx and from what I understand that was the best answer I could find.

    as if you look at animations (run) set to run speed 5 then no loop. So I came to the conclusion as I have with all my walking animations set loop.

    Setting the animation to loop will however not override conflicting events..

  • Also the platform behaviour has a condition on fall start..

    If you get the y-coordinate on that event and the y-coordinate on landed, you'd know the fall distance..

  • You mean something like

    player platform is falling

    every x seconds

    • add x to falldamage

    player on landed

    • player subtract falldamage from player.health
    • set falldamage to 0
  • Well when the layout is restarted, the trigger once is ofcourse triggered, for it's the first time the condition is true..

    If you don't want that to happen, just like always, you should add other conditions..

    I guess I would change the whole setup and add the flashing action to the event that changes the variable in the first place..