Unnatural20's Forum Posts

  • Can you tell if it's motion blur or a systemic blur of the sprite? The latter will show up with Printscreen; the former won't.

  • Well, for reference you upload the .capx file by saving as a .capx, then clicking the "Upload attachment" tab at the bottom of the reply box (needs full editor,) then select that .capx file. (as I have done below)

    I think if you're using a custom movement like that, your best best is to use the Physics behavior.

    Give both player and walls Physics. Set Walls to immovable and Prevent Rotation to yes. Set Player to Prevent Rotation.

    Very important, however, is to set World Gravity to 0 at the beginning of the layout, or else your player will always fall down.

  • Now, realistically, you probably wouldn't need that many images for your animation. Even with animation speed set to 60, this looks smooth and a little slow. You could probably cut out 2/3s of the frame and still have it look smooth.

  • Well, I'll be honest: I didn't look at the .capx

    1 & 2: What I would do would be create the reels as sprites. Since sprites have a built-in animation, you could have the reel simply stop animating at whatever frame the button is hit. You can also change the framerate on the animation without affecting anything else.

    3: To achieve the 'easing' effect, I think you would want to split the reel's animation up. Have a seperate animation within the sprite for each possible result of the reel. The animation's frames go from the previous image off-center to the ending frame, which is a locked-in-place image.

    [attachment=0:2b7m9896][/attachment:2b7m9896] As so.

    So you have an event, where until a button is pressed, the Reel's animation A proceeds to B when A ends, when B ends go to C, etc, until you come back to A. when the button is pressed, the animation proceeds to its end, and stops.

    Make sense?

  • Okay: Solid objects can totally overlap. What behaviors are you using to control the character?

    Or are you using, like, "on tap move character towards tap position"

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  • Does your Player Sprite have any or all of these Behaviors:

    • Bound to Layout
    • Solid
    • 8-Direction

    Do your boundary blocks have the Solid attribute?

  • .>

    What problem are you currently having?

  • Including a .capx brings along everything but fonts: images, sound, etc.

    And you would just include the .capx as an attachment. (as I have in this post)

  • Honestly, what's stopping you from attaching the full .capx?

  • You've definitely got a good understanding!

    The one thing you might have missed is this: The reason the subevent picks all instances of the object is that the parent event had already selected just one instance. If the code ran on every tick, it could just use ForEach, but it's better (lower processing, better organized code) to only run that loop when needed.

  • From what I'm seeing, it's actually a problem with Pinning. If you disable the follow-mouse actions, the arm still jiggles while moving.

    However, there are problems that come from "Set position to object" as well (see below)

    Most notably, the gun isn't actually firing *at* the mouse, and if the mouse is right above the cop, he does a cooky little dance.

  • Take a look at this: I've trimmed it down for you a bit.

    Generally, if you ever find yourself setting up a bunch of events where "if value is 4" | "set this other value to 4" "if value is 5" | "set this other value to 5" you probably want just one where you set "this other value to value"

    The specific answer to your question, [quote:2tjqianh]How do I make it so that if I click on a radial button, all the previous ones will also activate but it will deactivate any radial that comes after the one clicked?

    is, "Using a ForEach loop, with a system condition that selects each instance

    This .capx also includes the feature where, if you re-tap a button and the difficulty level is already there, it ratchets the difficulty down a notch.

  • Well, the one piece of advice I could offer without seeing the code would be trying an immediate "Set Car Behavior Disabled" Action on 'destruct'

  • There is an option under the bullet behavior; select your object from Projects list. In the Properties, under Behaviors, under Bullet, under "Set Angle," you want "No" instead of "Yes"

  • I think you want a "for each" condition.

    Click "GoldMine -> Is overlapping player"

    press "C"

    Double-Click "System"

    "For Each"

    choose "Player"

    How does that work for you?