create sprite 2 at sprite1.x,sprite1.y and destroy sprite1 in the same event, next action.
but why anyone would use this instead of using animations is quite a mystery to me.
on pressed q destroy sprite 1 and create sprite 2?
I'm not asking what you don't use, but what you do use?
if you are using pin behaviour or every tick set to imagepoint it should be no problem scaling all the sprites and keeping them in the right relative position to eachother.
on q pressed set animation to pose2?
I just replaced the last event with player is overlapping collisions and it still works..
Yep, that works, but you could also just use is overlapping instead of the system pick collisions action.
Sprite object in the manual
look for "load from url"
lennaert, I think the scaling isn't the problem, the relative position of the sprites to eachother is, but there's no way to give a solution without knowing how the relative position is obtained in the first place.
How have you "conformed" the sprites?
Are you using pin behaviour or set to imagepoint?
another option would be to use a while event.
That would become something like this:
is overlapping set bullet speed to 0
while bullet is overlapping - bullet move 5 pixels at angle bullet.angle+180
Maybe you should set the bullet to bounce of solids to true. I thought the on collision worked with that setting, but I might be mistaken.
Bullets often move too fast (too many pixels per tick) to have accurate collision-detection.
Develop games in your browser. Powerful, performant & highly capable.
easiest would probably be putting all collision objects in a family and
bullet on collision with family- set speed to 0
Also putting the every x seconds condition above the or-block could make a difference, but I'm not completely sure about that.
The for each and every x seconds are probably somehow in conflict.
why not give each player a timer behaviour and add an on timer function instead. The engine will check every tick for each player if the timer is ended, if so you set the timer again for player.projectilerate seconds.
You are aware that Construct2 is a game engine and not a html5 editor or program-creator? Although it has some possibilities (mainly through plugins) to create more than just games, it is still intended to make it simpler to create games.
If you'd like to create something different than games inside Construct2 (which seems clear when reading all your topics in this section) it might be you will run into issues which require creative thinking to find ways around problems you yourself created.