LittleStain's Forum Posts

  • Aphrodite,

    Just thinking out loud: Wouldn't using startangle+degrees for max and startangle-degrees for min solve that issue?

  • Does your player have multiple animationframes and is the colission polygon te same on all those frames?

  • I guess you could choose to work either with containers and add the trigger as well as the light to it to simplify the code.

    Also using families could help.

    And be sure to use the function object, so you only have to write the code once.

  • Creating joints in physics behaviour is about the same as the pin behaviour..

    Using compare velocity, you could break the joint if the velocity is too high.

  • Would you like to create them on screen or offscreen?

    You'd probably want to randomize it as well, right?

    Giving them bullet behaviour and setting the angle towards the player would work for the second question?

    Just have to set it so that when the distance between the player and the object is a specific amount you set the bullet speed to 0..

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  • Thanks for the compliments guys..

  • Else should work in this case,

    but it's also possible to invert events by right-clicking and choosing invert,

    that way the condition would become "is not overlapping"

  • copying the coordinates in the properties panel should work..

  • You could probably just do something with overlapping at offset and setting the angle to itself if so.

    But it's hard for me to form a picture from what you are saying, so there might be better or easier solutions.

    Please share a capx or show us a picture and/or eventsheet for this issue..

  • Boony

    I'm not sure what you are trying to achieve, so I can't give a straight answer.

    But what I do see in your code is that you use = which means it will only rotate if the angle of motion is exactly 0.

    Seems to me that isn't what you want, but I can't be sure for I don't see what you are trying to do..

  • I'm not sure though having a 1400x80 texture is smart though.

    If it is put on a power of two texture before being sent to the cpu/gpu (which it will probably be on some systems) that texture will be 2048x2048 in size.

    Might not be a problem, though, just thinking out loud.

  • You can use the way described in the examples.

    You might have to make make the tiledbackground twice it's width in your layout depending on if you are going to use the one or two instances implication.

  • You could use the same distance expression to change the size if that's what you are after.

  • I would probably choose to make the touchable object react to on touch end and start a timer on touch to see if touch has lasted longer than a certain amount of time.

    You could also check how much the touch has moved during touch and guess if drag was meant or button touch.