LittleStain's Forum Posts

  • <img src="https://dl.dropboxusercontent.com/u/48563442/On-Off.jpg" border="0" />

  • You could probably solve it by adding a system wait 0 before you change the state of your sprite.

    I'm guessing you have an event straight after this one to do the opposite of this event and they both get triggered.

    It would be better to create an else event in order to toggle.

    On clicked if these conditions are met - do this

    else - do that

  • Is herohealth a global variable? If so, on restarting the layout it will still be less than one if you don't reset it first.

  • could you explain why pinning isn't giving the result you want?

  • Wouldn't it be easier to use the timer behaviour, set the timer to thirty seconds and on timer create enemies and set timer again?

  • vee41

    I misunderstood the same part..

    jojoe

    Your rant was probably too unclear for vee41 and me to understand. If reacting with relevant info on the subject is considered trolling nowadays, I guess I'm the biggest troll ever.

  • Also from the tutorial:

    Don't forget behaviors already use dt (except with Physics where you must turn it on yourself). If you use behaviors to control all motion in your game, you don't have to worry about dt at all! However, most games have some event-controlled motion, and it's important to remember how to make it framerate independent.

  • No, it's not possible to set gravity to a single object, but....

    You could set world gravity to 0 and use forces on objects to apply gravity on them.

  • Rewrote your events:

    <img src="https://dl.dropboxusercontent.com/u/48563442/worm-movement.jpg" border="0" />

    in the bullet behaviour options set bullet speed to 10 for this example.

    And I think the set bullet angle should be the other way around, so change the minus and plus for that.

  • add a condition

    sprite is playing animation

  • If you destroy the sprite it's gone until you create it again.

  • make sprite set it's position to player.x,player.y

    set it's origin to left

    set it's angle to angle(player.x,player.y,npc.x,npc.y)

    set it's width to distance(player.x,player.y,npc.x,npc.y)

  • Instead of using the scrollto behaviour, you can also use the system scrollto action. This gives far greater control possibilities.

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  • I guess bullet behaviour would do..

    on up pressed and is not overlapping sky add to speed.

    on left pressed set angle to: bullet.angle-1

    on left pressed set angle to: bullet.angle+1

    on collision with surface if angle is going up set gravity to very high

    on collision with surface if angle is going down set gravity to 0

    add the tail by pinning rope style and voila..

    Could need some tweaking..

  • system compare two values : timescale = 1