Nimtrix's Forum Posts

  • Add a "For each" loop to your event. This will loop through all the instances of the object you choose and make sure the changes are applied only to the ones that meet the conditions.

  • Looks like you've messed with the "repeat count" and "repeat to", set them to the same as the other animation. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • You can use the lerp expression to smoothly open the doors:

    LerpDoors.capx (r99)

  • How to do what I said above:

    lodoseGame.capx (r99)

  • I can't open your file since you're using a plugin I don't have.

    But what if you make a variable "movement" that you set to 0 when the character is supposed to be idle, 1 when he's should walk, and 2 when he should run. Have these as the conditions for your move events instead of the button clicks.

    Then when you click the left button, you set the variable to 1, right click sets it to 2, and so on..

  • Well, that depends on what you mean by creating new objects. You can create a new INSTANCE of an object, but the object must already exist in one of the layouts. If you want to create instances though, just make a loop "System: Repeat int(TextBox.Text) times -> Create object"

  • Hello, welcome to the community.

    It's certainly not because C2's event-driven logic is not appropriate for that kind of game, you can do pretty much anything if you know how. If there are no card games, it's just because no one has made one in the year C2 has been out.

    Maybe there are some examples for Construct Classic? I don't know though, I've never used it.

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  • Oh, of course, I see what you mean. I don't think you'll notice much performance drop if it's just a few objects. You could just turn down the opacity in C2 though, no need to do it in PS.

    But I don't have that much experience with mobile, why not just give it a go, and if you experience any FPS drops, you know where to look.

  • I don't get it, why would you want to do that? <img src="smileys/smiley17.gif" border="0" align="middle" /> But yea, I don't see why it should affect performance.

  • You can use the "System: Scroll to position" action and the lerp expression to smoothly scroll the camera between positions.

    Example: ScrollToLerp.capx (r99)

    X: lerp(ScrollX, "X position you want to end up on", speed)

    Y: lerp(ScrollY, "Y position you want to end up on", speed)

  • You can use the distance expression:

    +System - Compare two values: distance(Bomb.X, Bomb.Y, Enemy.X, Enemy.Y) < YOURDISTANCE
    ->Destroy Enemy
    ->Destroy Bomb
  • I figured it out thx

    Great. By the way, I just updated the example, got rid of the anglehelper sprite after I discovered the anglediff expression. (Thanks to Yann)

    It's a bit cleaner now, reduced the amount of events, might want to update your game. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Haha, ok then, problem solved.

    I did some angle restrictions so his arms can't move 360 degrees while I waited. If you're interested:

    unrivaledneoGame.capx (r99)

  • Seems fine if you use flip, what exactly is the problem?

  • If that doesn't fix it, maybe you could upload a .capx to a filehost like dropbox so we can have a look? Or explain how your player's animation is set up. Does it mirror, or do you use two different animations for left/right?

    Like I said, if that doesn't fix it, I will need more information.

    Preferably a .capx file so I can see what's happening, it makes everything so much easier when it comes to problem solving.