LittleStain's Forum Posts

  • If you include eventsheet1 into eventsheet zero it works..

    The events are now on an eventsheet that isn't connected to the layout..

    Either put the events on the eventsheet of the layout or include the eventsheet with the events inside it..

  • Try it..

    using dt like this makes sure that the movement takes 0,5 seconds regardless of framerate..

    you wanted 0,5 seconds, so I put it in..

    I also added an action to put the sprite exactly at the desired spot at the end of the movement, but if this doesn't work for you..?

  • There are the hue effects and the color effects and the hsl effects..

    So yeah, can all be done..

  • If I'm thinking correctly the sprite should move 64*dt every tick for 0,5 seconds..

    so you could start the movement by setting a boolean variable and giving the sprite timer behaviour

    if boolean variable is true

    • sprite set position : sprite.x+64*dt
    • sprite start timer "moving" for 0,5 seconds

    on timer "moving"

    • sprite set boolean to false
  • system compare two values: Sprite.8Direction.MovingAngle = 0

    system trigger once

    • sprite set animation to "right"

    etcetera..

  • Yep justifun is right, position only..

    I mostly respond from memory, without C2 to check my statements and things like the right term can go wrong, apologies..

  • Just choose "location only" while pinning..

    You should be able to rotate the cannon seperately when doing so..

  • Would be nice if you could give a bit more information..

    What behaviour will you be using for the car?

    How have you set up the speed, acceleration, etcetera?

    How far have you come yourself?

    Making the steering weel itself is as easy as making a sprite of a steering wheel and rotating it towards the touch..

  • Round: 150 / 64 = 2.34; rounded = 2 * 64 = 128

    Floor: 150/ 64 = 2.34; floor = 2 *64 = 128

    but:

    Round: 175 / 64 = 2.73; rounded = 3 * 64 = 192

    Floor: 175/ 64 = 2.73; floor = 2 *64 = 128

    by using floor it rounds down, and using +32 makes it so it falls on the 32 grid..

  • using the pin behaviour should work..

  • Physiscs is and will be very CPU intensive..

    Have you tried all 3 physics-engines? (you can set the engine in your project-properties)

  • This usually gets the desired effect:

    ViewportLeft(x)+(ViewportRight(x)-ViewportLeft(x))/2

    Where x = the number of the HUD-layer

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  • First you should insert the audio object plugin

    This plugin has a condition on audio ended..

    So on button clicked

    subevent

    system compare two values

    col1.animationframe = 1

    • audio play sound with tag "col1"

    Audio on "col1" ended

    bladibla etcetera etcetera..

    You should make sure player input is suspended during the playback of the sounds so no unexpected things happen..

  • As codah said, you would probably be helped a lot with containers

    https://www.scirra.com/manual/150/containers

  • system for each enemy

    system compare two values: distance(player.x,player.y,enemy.x,enemy.y)<100

    system trigger once

    -- enemy set animation