LittleStain's Forum Posts

  • Unfortunately the example capx of the drag and throw effect (as found in the FAQ) seems to be unavailable at the time, but making that effect is entirely possible.

    Instead of drag and drop could you just apply a force in the direction of mouse.x,mouse.y based on the distance the mouse travels?

  • There's the option to set physics disabled, or temporarily immovable while dragging, then there are many options to set friction, density, etcetera.

    I don't see what gravity per object would add to all the functionality already present.

  • Couldn't you just use while dragging set physics disabled?

  • Couldn't you use the timer behaviour instead of the wait action?

  • It sounds like you are using platform behaviour and physics at the same time, it would be better not to do that.

  • You are not picking the bat that belongs to the enemyba.

    The easiest way is to create a container. That way only the bat attached to the enemyba is selected.

    An other choice would be to add a condition - if enemybat is over enemyba. that way only the overlapping bat would be chosen.

  • I'm not quite sure what you mean. What icons?

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  • You could make a seperate sprite for the head and use a container.

    Or maybe just make a condition

    bullet -on collision with enemy

    if bullet.y < enemy.y

    if your enemy's origin is in the middle this would mean an upperbody hit. I'm not really sure if the picking would be correct in this case, but with a bit of fooling around you should be able to get it working.

  • To invert a condition, right click it and choose invert.

    If you want to check if one object is being touched while another isn't, this is the way.

  • Pancholo

    c4sp3r89's solution does exactly what jook00 is asking for. By adding the condition "is visible" to on object clicked, the object will only be clickable when visible. It's the easiest solution.

  • The problem with your enemy is the same.

    You have multiple events with conditions that are true.

    Make it so that only one event gets triggered by creating conditions that prevent another event triggering.

  • The cocoonJS object has events and actions for a virtual keyboard.

    ArcadEd

    Thanks! didn't know that..

  • You had some conflicting events due to the keyboard or gamepad.

    I'd advice you to create different groups instead of making so many or events because it gets confusing.

    I did manage to get it working though.

    Game improved r142

  • I think we'd need to see the capx for this issue.

  • Do you have an example to show the difference in performance?

    C2's scale future works pretty well in fitting it's games on different screen sizes.

    The only performance issue I can imagine is in the amount of ram needed for the sprites. Adding more sprites would make that even worse.

    You could choose to make two versions of your game, a normal and a HD one, most code could just be copied, all you'd have to do is change the graphics.

    But as I said before, if you just take into account how much ram you are using with your graphics, you could just use C2's scale option.