LittleStain's Forum Posts

  • Maybe this example will get you on your way:

  • If it's a free font without licence you could convert it to webfont and add it as stated above..

    Another option would be to convert your font to spritefont and use that in your program..

  • Just to be clear, I have nothing to do with Scirra other than being a Construct2 user, like yourself..

    The people answering questions on this forum do so in their own time to help others learn..

  • Seems to me the collision should work perfectly..

    If you add a destroy drop action to the on collision event you'll see..

    I think that your start animation from current frame action doesn't really do anything.

    If destroy drop doesn't work, you could always check your collision polygons..

  • This should work if you have no conflicting events..

    I recreated it and all is working..

    https://dl.dropboxusercontent.com/u/48563442/story.capx

  • Would resizing/rotating another sprite handling the collision work?

    It's unclear what you need the collision-polygon change for..

    The feature to change at runtime doesn't exist, so logically one would look for other ways to simulate the effect..

  • I'm not sure why event 12, 13, 15 and 16 all have the same condition..

    If it's true in event 12, it has to be true in its subevents..

    Also I would make event 18 a top level event..

    Event 18 is already a triggered event, so the trigger once subevent is not needed..

    Using trigger once as a subevent could be an issue, why not put it as a condition in the event itself..

    (you seem very fond of unneeded subevents)

    I don't see any reason why it wouldn't work than, but I don't know if any of the events not in the screenshot are conflicting..

    It seems there are more subevents of the story=0 below..

  • Well, you are (re)starting the timer every tick, while you only should trigger it once..

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  • Well, you don't reference the enemy attack box in the event so there is no way for the program to know which instance of it you mean, for it is in no way related to the enemy that it is spawned by..

    You are creating attack boxes every tick while frame 5 and 6 are playing, but you are also creating attack boxes while frame 7 is playing and destroying them, but a created object can't be referenced untill the next top level event..

  • They probably never overlap perfectly..

    y=200 is not the same as y=199.9999

    you could for example compare distance between the two and if it's very small set the movement stopped and set the position to the exact coordinate..

  • Removing the effects will affect the way they look, but not the particle settings themselves..

    Changing the sprites used and adding a blendmode might get you somewhere near..

  • I didn't know the particle object uses webgl unless you add webgl effects on it?

  • you are setting the vectorY of the movement to the y-position of the sprite..

    so if the sprite is at y=205 the 8direction will move 205px down per second..

    You are alos setting the timer 650 to restart every tick, so it will never end,

  • I'd create the string dynamically to be able to use things like controlling the decimals, etcetera:

    https://dl.dropboxusercontent.com/u/48563442/Maths.capx

  • Without seeing the events it is not easy to answer..

    First thing that comes to mind is there are more enemies than one and one of them is still playing the animation..

    But like I said, without events and/or capx it's hard to say..