LittleStain's Forum Posts

  • on textbox clicked:

    • system scrollto object textbox
    • system set scale to 2

    ofcoure you'd have to set unbounded scrolling to yes.

    you could also check the window.width and window.height to get a better idea if the size is changed and scale accordingly.

  • I would suggest using balloons, for they have more floating power.

    But seriously, I guess floating in this case means falling at a slower pace, so all you have to do is reduce the falling speed.

    I don't know what kind of game you are trying to make and what behaviour you are using, so I can't be more specific.

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  • are you using a container for bullet and shadow? I'm on mobile so can't check your capx.

  • What do you mean by dissapear?

    Is the floor invisible or is the floor out of the screen or is the floor not responding to the physics?

  • Is it possible you are using a container for the player and hero box? if so you only have to spawn one to get both.. spawning both will create duplicates.

  • First you will have to set up an event with the conditions for when an enemy can be sucked.

    example:

    keyboard on space down

    system compare two values : distance(player.x,player.y,enemy.x,enemy.y) <= 200

    then you should make the sucking action:

    enemy set position :

    x = lerp(enemy.x,player.x,dt)

    y = lerp(enemy.y,player.y,dt)

    Then you should have an event on enemy colliding with player.

    To make sure the player is sucking you should create an boolean instance variable IsSucking.

    keyboard on space pressed: player set variable IsSucking to true

    keyboard on space released: player set variable IsSucking to false

    enemy on collision with player

    player variable Issucking is true :

    • enemy destroy

    etcetera... (being what PixelRebirth said)

  • Here you are!

  • I can't get to your project, because I don't use Google docs.

    Please share it another way (or wait for someone who does to help you)

  • The events described above are simple and few, it shouldn't be hard to create an eventsheet containing these.

    A wise man once said:

    "You are never going to learn how to change a lightbulb by looking at someone else doing it for you. One day you are going to have to get up on that chair, reach above your head and start turning the damned sucker yourself."

  • All you are trying to achieve shouldn't be that difficult if you stop thinking in GM terms and start thinking in events, conditions, variables and objects.

    Changing the hitbox on different animation could be achieved by a simple:

    object animation is playing - set hitbox width/height (or even animation, so you can influence the collisionmask per frame)

  • If you use is any playing and invert it you get sound.

    Your is silent condition isn't working.

    From the Manual:

    Is silent

    True if the object has been set in to silent mode using the Set silent action.

  • Give the object an instance variable animationnumber

    name your animations : animation0, animation1, animation2, animation3, etcetera..

    on touched object

    • play animation : "animation"&object.animationnumber
    • add to value animationnumber : 1
  • phepot

    If you are asking if you can play the whole animation on touch it's easy.

    this event would do that:

    on touched object - play animation

    but I guess you are trying to do something else.

  • you only have to set the value of the health variable to what it should be after destroying player and before restarting layout.