LittleStain's Forum Posts

  • Well instead of using gravity set it to 0 and use aplly force of 10 at angle, than you can change that angle just like the angle of gravity changes in the above example..

  • What is the strange behaviour you are talking about?

    Actually using pin and physics could give unexpected behaviours as well, why not use joints for those are the physics equivalent of pinning..

  • Here's an example someone (I don't remember who) has made for someone wiyh a similar question..

    This uses the platform beghaviour, but it might give you ideas..

  • Using the full editor you can upload and attach files to your post..

    If you can't provide more information on your problem it will be near impossible to help you out and all I can do is direct you to either the tutorial section or tell you to search the forums for questions similar to your own..

    What is it exactly you are having trouble with?

    What is it that you are trying to do?

    In what way are you trying to achieve this?

    What is happening at the moment and what do you want to happen?

    It might be that you just have one letter wrong, but it could be your whole event or the way you are calling things is wrong..

    Please provide more information..

  • If you could give more info about the trouble you are having, it might be easier to help..

    Could you provide a capx or a screenshot of your events and explain what is happening and what you want to happen and or expect to happen?

  • If I understand correctly something like this should work:

    Create a new animation "bought" for s_sword_icon and use the same frame numbers for the bought items..

    on key pressed

    is overlapping - s_sword_icon

    • set current weapon to s_sword_icon.animationframe
    • s_sword_icon star animation bought - with current frame (or just set the framenumber to currentweapon ofcourse)
  • You could either use the drag and drop behaviour as suggested above or create your own version of a drag and drop behaviour with set position and calculating offset between touch and origin..

    You should probably add some conditions to keep your sprite within the bounds you´d like, but it should be relatively easy to achieve..

  • I'm not sure, but if the tag is a string, wouldn't it be possible to just compare the first part of the string with something like TokenAt or another string comparison expression? (Just thinking out loud, so might be completely wrong)

  • That's what the triggered event I talked about was for..

    You should have a triggered condition with the system compare condition..

    so only call the function every x seconds

    or when all enemies of the first wave are destroyed

    adding a system trigger once condition could help also if you are changing the wavenumber in a different (triggered) event, so the enemy-wave is only called if the wave number changes..

    Thre are so many ways to prevent this every tick issue, that only you can decide what is the way for your game..

  • Would something like this work for you?

    (add some kind of trigger)

    if wave = 2

    call function "wave" with parameters 3,2 (parameter 0 will be enemy 1, parameter1 will be nr of enemy 2, etc)

    on function wave called

    • repeat function.param(0) times

    -- create enemy 1

    -repear function.param(1) times

    -- create enemy 2

  • Now all you need is to make it look pretty..

  • Give the ball an instance variable loopindex

    add the text object to a container with the ball

    ball on created

    • textobject set position to ball
    • textonject set text to ball.loopindex

    because they are in a container only that textobject will be affected.

  • I would either use grouped events

    If wave = 1 - activate group wave1 and so on..

    or have a function which is called with the parameters for the amount of enemies to be created per type..

    I don't see why you could only create random enemies, so have no answer for that..

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  • using scale outer and having your background bigger than the actual layout is one option..

    If you want your hud to remain relative to the viewport either use the anchor behaviour or set their position relative to viewportleft,right,top and bottom..

  • seems to me you should up the speed if you'd like a bigger cone

    another option would be to lower the negative acceleration..