LittleStain's Forum Posts

  • system every tick - Arrow set angle: angle(Arrow.X, Arrow.Y, Objective.X, Objective.Y)

  • email to: info@ website-adress on my profile

  • What do you consider to be a larger game?

    What kind of apps would you like to make?

    There's a lot of discussion on these forums already about performance, you might want to use the search function to find those topics and read about the pro's and the cons of using construct for mobile development.

  • yep it can be done.

    Using either layer scale or scaling the image.

    for moving across the image you could just use system scrollto and if youd like to make it very easy on yourself there is the litetween plugin.

  • Very roughly:

    every 0.1 seconds

    -create image at imagepoint 1

    -set image angle to player.angle

    image on created

    • wait 0.4 seconds
    • image destroy

    better would be to give the image fade behaviour and destroy after fade out.

  • Time to add another condition.

  • is your animation set to speed 0?

    Are all houses animationframes of the same sprite?

    Are all houses the same width?

    Are you setting the animationframe on created as said above?

    Could you add a link to your capx and/or a screenshot of your eventsheet so we can see what you have tried?

  • This could be a lot of things..

    Without seeing your capx and/or a screenshot of your event-sheet it's like shooting in the dark.

    One thing you could do yourself is check if you have any conflicting events.

  • Like said above.

    Construct 2 works with png's to create an animation.

    You should create the animation in another program and export the animation frames from that program.

    Import them in Construct2 as animationframes and voila!

  • If the houses are all the same width it should be as easy as making them different frames of 1 animation (with speed set to 0) and creating them the way the blocks are created in the flying alkong sample.

    just add an event

    house on created

    • set animationframe to choose(0,1,2,3,4)
  • If you put all the objects as animationframes, you could just keep using hunter if the sprite is so called.

    If you put all in a family it would be wise to create a way to select the sprite you'd like to affect.

    so pick family member for which selected is true or something like that.

    You could probably also pick the family member which is closest to the fingers, for most people will work that way automatically..

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  • something like:

    every tick set score: player.x

    or deducting the start x-position from player.x

  • What do you mean with the initial sprite has no collision?

    I do hope it has a collision polygon or else touching/clicking it won't have any effect, for it won't register the touch/click.

    Using animationframes or animations would be my best bet. Turning the solid behaviour on and of depending on which frame or animation is playing shouldn't be a problem.

  • I saw your capx.

    I would advice you to try and use smaller sprites and/or cut them up into smaller pieces.