LittleStain's Forum Posts

  • Without seeing your capx and or your eventsheet it's very hard to determine if this line comes from bad rendering or an issue with the programming..

    Do the lines appear at the sides of the tiled background or also in the middle?

  • I still don't understand what you want to happen..

    If I don't know the question, it's hard to give an answer..

    There's a blue circle and there are green bars..

    I can drag the green bars.

    If I touch a green bar and then touch the circle the green bar rotates.

    If I touch another green bar both bars rotate when touching the circle.

    What is it that is happening that you don't want to happen and what would you like to happen?

  • Create an event

    every tick - grass set angle = 10*cos(angle(mouse.x,mouse.y,grass.x,grass.y))

    and move your mouse around..

  • There are many ways to do this depending on how you have your events set up.

    Are all buttons instances of the same sprite or are they seperate objects.

    Do you change to the hud with a global variable or is it a layer that becomes visible?

    In any case it would either be adding a condition to the on clicked/on touched event, or putting the events in a group and deactivating the group when the hud is shown.

  • I'm not sure what the problem is, but:

    This works for me

  • So re-reading your events.

    I assume wallblueprint is in a container with roomblueprint, for you are not creating wallblueprint seperately.

    Ah.. I think I see..

    There is no wallblueprint with newwall=0 within the selection you are picking from.

    You will first have to pick all wallblueprints.

    being that this is a subevent of the event creating the wallblueprint, automatically the just created instance is picked.

    It has newwall=1 so no wallblueprints are picked.

  • I guess the issue is the picking.

    created instances can't be picked untill the next top level event, if I remember correctly

  • I guess I'm stating the obvious:

    It's not possible.

    I can also understand why it's not possible, for zooming out to 1% would mean that everything les then 100 pixels in width and 100 pixels in height, would be invisible in the editor, which would not be very usefull..

  • I would recommend against creating a bone animation-system from scratch using pinned sprites..

    But you can pin sprites to image points using the pin-behaviour

    and you can set the position of those image points in the image editor.

    I'm not sure what pointers you are looking for..

    A more specific question would be easier to answer.

    The manual on this site is pretty good and there are many tutorials.

    Also be sure to check out the examples provided with c2 in the new project dialog.

  • Also in the first layout a few of the walls are solid platform instead of a wall..

    I used the one on the left of the starting point for testing, but now it seems that one is actually a solid platform, while I was convinced it was a wall

    And Yep - changing that and going back to my first solution fixes it in my capx..

  • Just noticed:

    You should adjust your collision-polygons..

    They are not completely straight..

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    • Sorry.. noticed the issue returning..
  • Forget the last solution..

    It would actually work a lot better to use the player "on landed" - event

    It's in the platform behaviour animation-triggers, but will work perfectly for this sound-effect..

  • It would consist of setting up those achievements within the gamecenter configuration and reporting those achievements through the gamecenter object.

  • adding the condition "player is on floor" to the "on collission with solidplatform"- event is a quick solution.