LittleStain's Forum Posts

  • Using the function object should work..

  • Each touch has a unique ID (which is an arbitrary number), and can be accessed using the TouchID expression in an event like On any touch start. The touch ID can then be stored in a variable and tracked using the XForID and YForID expressions. Finally comparing the TouchID in On any touch end indicates when that touch has been released.

    So on touch start you can get the id for that touch..

    Touch.TouchID is this id..

    The touch zooming example and the touch rotating example shipped with Construct2 show examples of multitouch..

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  • You could use the sprite is on layer condition or even better create groups for the events and deactivate these groups when not needed..

  • I've tried repositioning the sprite to counter the origin, but I can't get the position to move with any of the tween behaviors since I'm pinning my sprite to a container. I was hoping the positioning would happen post- the pin.

    So change the origin of your sprite, which is the preferred way, anyway..

  • Your images aren't visible for me..

  • For anyone interested:

    Simple inventory

  • Ofcourse these forums are in English, so no more Dutch..

    You could either use wait actions or much better timer behaviour to time your events..

    Opening the new capx now..

  • [Dutch]

    Oh trouwens, "Ik kan veranderen van kleur" vertaal je als "I can change colour/color"

    Het van vertaal je niet..

    [/Dutch]

  • I don't see localstorage anywhere in your program?

    Right now variable aantalklikjes is set to 100000, so when starting layout 1, you automatically go to layout 2

    Also event sheet 2 doesnt have the subtract action..

    And plus, no event sheet is attached to layout 2..

    I'm not really sure why you use the system time compare, because as far as I know that starts counting at the start of the game and not the layout, so if you have been on layout 1 longer it will have undesired results..

  • If I understand correctly, what you are trying to do is not possible with the built in particle object, because you can't set the angle of particles after they have spawned..

    You might be better of creating your own particle system if this is really needed..

  • The length of your beam (width in the event sheet) is set to the distance between the laser origin and the origin of the LaserEnd object..

    The LaserEnd object doesn't move, so the distance between the ship and the unmoving object decides the length of the laser..

    I guess what you would like is to have a maximum distance for the laser..

    This would consist of pinning laserend (position and rotation) to your ship..

    You could also set a max distance in events, but this is a more graphic/visible way..

  • In this capx the obstacles just have the same bullet speed as the platform, changing that speed would make them move..

  • This is perfect but it works only for jumpthru tiles. Solid tiles don't have a jumpthru function to fall through. I want the same behaviour with solid tiles and moving tiles.

    Also, it's really strange that when I jump to another platform and shrink the ball, for some reason, the ball automatically moves left and right. The movement is little but it's noticeable.

    Could be a one pixel thing, is your origin exactly at the middle of your sprite?

    Would it be problematic making all tiles have the jumpthrough behaviour and only enabling it when needed?

  • Your picture isn't showing..

  • If your every tick event is the last event in your event sheet, it should work..

    If it doesn't the behaviour moving the rest of your sprite is performed after all events..

    The only way I can think of than is changing that movement to events too..