LittleStain's Forum Posts

  • Wouldn't that just be a matter of adding the condition if sprite.y<0

    and adding actions for when that is not the case?

  • Just add a condition

    target animation is not broke

    should be fine..

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  • Make a variable ActionIsBusy

    set it to no

    on action - set to yes

    on acyion finished set to no

    if actionisbusy =no - start action

  • Did you try something like this?

    set the origin at the top and set height to viewportbottom-sprite.y

  • Would working with blendmodes help in "masking" part of the screen?

  • Wouldn't using a boolean variable be much easier?

    on textbutton clicked - toggle variable On

    • if variable On is true - set text to "Bonus chest; On"
    • if variable On is false - set text to "Bonus chest; Off"

    You could also use a numeric variable

    on button clicked set variable: 1-variable

    that way you have the variable toggle between 1 and 0 too..

  • simplification:

    save the time and date

    and on start compare the current time and date with the saved one..

  • I guess in this case using containers would be helpfull..

    put the lifebar in the container with the enemy and it will spawn with it..

    Also instead of setting position every tick it might be better to use the pin behaviour..

  • That's what your event says isn't it..

    when in touch set angle, so when not in touch don't set angle..

    If you want the player to keep the angle, you should add some event for what to do when not in touch, or in this case it's better to set it at touch end..

    on any touch end player set angle to player.angle should work..

  • Something like:

    set timer for 3 seconds

    on timer set group scaling active..

    in the group scaling have your scaling events..

  • I'm not sure what you are trying to achieve, but would using the timer behahiour work?

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  • Make a new event

    common item -on created

    common itemid = 1

    -- set to random actions

    and remove the common itemid=1 subevent from the dropevent..

  • The issue is that after the path has been drawn, the bullet isn't at the starting position of the path anymore, so you should create events in which you tell the bullet what to do..

    Or you should only make it possible to create a path in the general direction the bullet is travelling..

    Question remains.. What do you expect the bullet to do when selected?

    Should it stop? Continue to fly but make a u-turn back to the path?

    Following the path immediately will be a problem because the bullet will have flown past the path start the next tick..

  • sprite is within angle - sprite set mirrored..