spacedoubt's Forum Posts

  • array for each x element:------array set at xy--X: (array.curx) Y: 2 = 0

  • You do not have permission to view this post

  • You do not have permission to view this post

  • If it works with another mouse, it seems like the problem would have to be your laptop's mouse button..

    To be sure, you should try to use your mouse in a different, but similar scenario. If you're holding down a key to run and clicking isn't working.. Try another html5 game where you need to hold down a key and click the mouse and see if that works.

    Maybe the windows upgrade fudged up your mouse drivers? Might try updating them...

    That's my best guess, anyway..

  • Did you try adding "trigger once while true" to that event?

  • What animation ? Which one ?

    The animated gif in your post. I had to take a screenshot just to look at your events...

  • the bow animation check is true every tick (60 times a second) while the frame is 8. so if the frame is 8 for one second.. it should spawn 60... get it? try adding a trigger once while true.

    and for the record, as stated before me, the animation is super annoying.

  • I tried it.. Broke me too!

  • There are plenty of differences, and valid use cases for both.

    Functions are a mostly to minimize repetitive code. Things that you're going to be doing over and over, sometimes with maybe just a few variables. They are also triggers, which means they fire once and done. Using them in a loop should not cause problems and is common.

    Enabling/Disabling Groups can be used for a variety of things. Unlike a function, you can have non-triggered events running in a group. So that when a group is active, everything in it is running. This makes groups useful for turning off 'functions' (groups of events) that might be unnecessarily using up resources if they're running when they don't need to be (which, in my opinion, usually means your code could should probably be more effecient).

    Many people activate/deactivate groups though, I assure you. There's absolutely nothing wrong with that.

    Hope that helps!

  • Ninjadoodle No problem!

    I'm sure there are other ways to pull it off (There always is).. Another that comes to mind is you could put all of those objects on their own layer and scale that layer.

  • see if this helps ya out, or at least maybe sparks some ideas..

    scalefamily capx

    note the origin points on the sprites.

    (ignore that create sprite line.. forgot to delete it)

  • I could see that being useful for those types of projects!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I think what you're used to calling 'containers' are called 'families' in C2.

    You could put all your body parts in a family and scale the whole family.

  • If you have C2, you have it.

    look in your C2 folder for a folder called 'templates'

  • There is a template included with C2 called Template-PhysicsCatapault.

    Check that out...