LittleStain's Forum Posts

  • Like I said, to differentiate between the two colliding objects you use subevents with the "system pick nth instance"-condition..

    Like the manual says:

    Pick Nth instance

    Pick the instance at a given place in the internal list of picked objects. This is most useful used in sub-events to act on separate instances. For example, in a "Sprite collided with Sprite" event, Pick 0th instance and Pick 1st instance can be used to act on each instance involved in the collision separately.

  • I'm not sure I understand the question, because you can just set the angle of motion of the bullets..

  • Shooting all directions shouldn't be hard, would the player use keyboard or mouse?

  • If the event isn't true if the first instance has the variable set to 1, a "system pick nth instance" condition before the check should work for this..

  • Sounds like you want something like this:

    Give the platform an instance variable TouchAngle

    on any touch start

    Destroy platform

    Create platorm at touch.x,touch.y

    Platform set variable TouchAngle to touch.y

    Touch is touching

    Platform set angle to :touch.y-Platform.TouchAngle

    Ofcourse this is going to require some tweaking..

  • I guess you could work with the pickedcount expression..

    Than the event would become something like:

    family compare variable = 0

    System compare two values: family.pickedcount = 5

    family destroy

  • I'm not sure I understand..

    Are there more worms than one?

  • I'm not sure if you understand overlapping at offset..

    Because your example adds the x-position of the object to the value of the offset, it behaves strangely..

    Offset is calculated from the current position of the object, so for my example I just used 200px..

    https://dl.dropboxusercontent.com/u/485 ... ffset.capx

  • Wouldn't

    set layoutscale: clamp(InitialScale * (TouchCurrentDistance / TouchStartDistance),1,1.5)

    Do the trick?

  • There is the endless runner example, which does something like this..

    Another way would be to use the system scrollto-action and set it to a constant y and an x based on the player position..

  • That depends on a few things, like:

    What does dissapear mean? (destroy? move? fade out?)

    Are the objects the same and are they the only ones of that object on the layout?

  • If you know what the area is you can just use the coordinates in the create function..

    So something like:

    create sprite at x=random(100,200) y=random(200,300)

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  • An hour?

  • Sounds to me you'd need an online database for that, someone with knowledge of php and mysql could probably easily add 1 to a number everytime an ajax call is made to the php..

  • linkman2004 That is a good tutorial however, I want to be able to flick my player across my world.

    What does flicking across your world mean?

    A swipe has a direction, right?

    The tutorial shows how to get the direction..

    The touch object already has a touch.speed expression, which you could use to get the speed on touch end, for example..