LittleStain's Forum Posts

  • Did you copy the events and actions exactly the way they are shown in the tutorial?

    One thing I didn't see is setting the origin point of the line to the left side, which I think is necessary..

    anyway:

    here's a capx that does the drawing in a similar but different way:

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

  • I think you are confusing the system "on load complete" and the audio "preloads complete" conditions

  • Are you loading a save game?

    For "on load complete" only triggers if a savegame is loaded.

  • I believe the way to fix it would be to block the sides with another block or prevent the drag to go over board.

    This way the drag and drop would be limit to the 4 blocks positions.

    Does it make sense?

    Yeah, adding that would help also, but the speed of dragging can cause detections to be missed.

    The same sometimes happens with high bullet-speeds.

  • Ok, I'm working on a way to exchange the "is overlapping" for "pick nearest to the open space"

    Might take some time to get it perfect, but it would help against the high-speed-collision-detection-issue..

  • you are setting the speed instead of increasing and decreasing it.

    Try this:

    sprite set bullet speed to Sprite.Bullet.Speed+25

    sprite set bullet speed to Sprite.Bullet.Speed-20

  • It works great at low speed but you have a bug if you drag the sprite quickly.

    Yep..

    That's what I hate about the drag and drop behaviour.

    When moving fast it's easy to miss the collision and or overlap.

    There are solutions for that though, the basics seem to work..

  • That's exactly what I had in mind.

    I totally forgot about comparing the position based on the distance. I have used it for one of my games (puzzle).

    Thank you very much !!!

    Not a problem!

    I actually read the question and thought, hmm interesting, let's see if I can make this work the way I think it would.

    And it did..

  • I did see the capx.

    points is a number variable and not a text variable.

    points is also calculated before setting the text to points, which is the way I suggested above.

    So like I said:

    Calculate the value in a number variable and use the calculated value in the string.

    You are already doing that with points, so why not with the other variables?

  • Basically:

    If character is copyrighted it means you can't copy it unless you have permission from the person holding that copyright.

  • Something like this?

    te decelerate the bullet when player doesn't touch the screen:

    every x seconds subtract a number from the bullet speed

    Tapping on the screen adds to the bullet velocity:

    on tap add a certain number to the bullet speed

  • I'm not sure if I'm right, but it seems to me you are trying to do mathemetics while setting the string.

    I would choose to seperate numbers from strings and first perform the mathematics and use the the string to display the result.

    This would also give you better control over the numbers if you were to change them.

    something like:

    Add a new objectvariable and call it Totalpoints

    if x2 set totalpoints to 2*points

    if totalpoints is not 0 use it in the string

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  • would the sine behaviour do the trick?

    https://www.scirra.com/manual/103/sine

    Otherwise using either the 3rd party-plugin moveto or litetween could be of help.

  • What did not work and what is it doing that you didn't expect?

    It might be easier to explain what to do, if you gave more information on what you are trying to achieve.

    Also saying something doesn't work without giving any explanation on what you have tried and what effect that has or hasn't had, is not very constructive.

    Where do you want the buttons to be in the game?

  • Something like this?

    Capx