LittleStain's Forum Posts

  • If I understood what you are asking I might be able to help..

    Could you try to explain it a bit better?

  • Could you elaborate and show an example of what you are trying to achieve?

  • I thought the pressure buttons were accesible by gamepad.button(0,6) and gamepad.button(0,7)

    In this topic the whole gamepad was made visible:

  • the moveto plugin has the condition ismoving..

    so you can scale during the ismoving period..

    I guess getting the distance between start point and endpoint and setting the scale according to the percentage moved while ismoving would do the trick..

  • Collide should automatically pick the right object, unless you are trying to pick another object than the one you are colliding with, but then it has nothing to do with picking the object by collision..

    Could you make a screenshot of your events, so we can see where things go wrong?

  • What doesn't work for you in the example I posted?

    distance-scale

  • There's no reason why using clamp would act differently than not using clamp..

    it's just limiting the max and min x and max and min y-values..

    Oops..

    typed too fast

    Clamp(mouse.x,10,400)

    Clamp(mouse.y,10,800)

    had the order wrong within the clamp expression..

  • using clamp would work

    player set x to clamp(10,400,mouse.x)

    player set y to clamp(10,800,mouse.y)

    I had to guess the numbers, but the 10 should be the width of the walls, the 400 should be the projectwidth-the width of the walls

    800 = projectheight-width of the wall..

  • It would be a lot easier to answer your question if it would be clearer what you are trying to achieve..

    if you want to restrict the player to a certain area, using clamp would probably help..

  • Sure, what should the sprite do when the cursor is on the other side of the wall?

    I assume adding the condition mouse cursor is not over wall is not enough..

  • what would you want to happen when the mouse is over the wall?

    would using drag and drop and automatically dropping if mouse is over wall be a solution?

  • You want the car to be the same angle as the ground..

    so you set the car angle to the ground angle, It doesn't get easier than that, I'm sorry..

    ground.angle = the angle of the ground object,

  • Could you explain what is too difficult about the sample capx eli0s posted, for it seems as easy as it can get..

  • Depends on how you have set up youre events and your sprites..

    It might work with just different animations for your player sprite,

    it might work with creating one (invisible) sprite on which the actions are performed and pinning the player-animations-sprite to that..

    and there are probably a lot more possibilities..

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  • You are aware that Construct2 is a 2D engine?

    You might want to try the 3D plugin you can find in the plugin section..

    I'm not sure what other way you think is possible, because C2 does not warp or even skew images..

    Why would a 3d image be fixed? you could make it roll with as many renders as you'd like..