vee41's Forum Posts

  • You could be able to do this with something like this:

    ' Set sprite1 origin to sprite2 imagepoint

    Set sprite1 position to sprite2.imagepoint(1).x, sprite2.imagepoint(1).y

    ' Move sprite1 so that instead of origin we get the imagepoint at the spot we want

    Set sprite1.x to distance(sprite1.x, 0, sprite1.imagepoint(1).x, 0)

    Set sprite1.y to distance(sprite1.y, 0, sprite1.imagepoint(1).y, 0)

    Something like that, formulas might be wrong (and can be simplified) as I did not test it but the idea should work.

  • > codah

    >

    > No, 'nickname' plugin could not solve this problem.

    >

    You're right, I had a go but it doesn't solve anything. I wonder about families within families (multiple 'inheritance' )

    That has been discussed many times, it is just not what families are meant for

  • If you've single member of the family you can do this:

    Sprite1 pick by uid : Family.uid

    Sprite2 pick by uid : Family.uid

    Sprite3 pick by uid : Family.uid

    Etc.

    then you can access sprite specific functions behind every condition.

  • Or just put your monsters in single object as different animations.

  • I updated the .capx in the link, something like that maybe?

  • Here is simple example: https://dl.dropboxusercontent.com/u/199 ... locks.capx

    You are doing something wrong with picking and not properly specifying which instance you want to rotate.

  • Yes. If you are using a mouse you could do it like this:

    On object clicked -> object rotate xxx degrees

  • Use the set text with line like: YourShipSprite.variableName

  • I'd recommend this excellent plugin:

    Basically you'd have event where you do AJAX request for JSON file. When that AJAX request completes, you'd load the AJAX.lastdata into the JSON object that comes with the plugin. With that plugin you can manage JSON data pretty smoothly.

  • Do this:

    Your touch event

    Pick Object by UID (Family.UID)

    --- Object is now picked, so you can do stuff like Object.variable

  • Not really. C2 is tool for 2d games. While implementing/faking 3d is possible to some extent you'd be much better off using engine that is actually meant for 3d fps games. There are plenty available.

  • moonraystudios

    Yes, you can. Best way to go about it might be to use 'On sprite3 created' trigger and do your stuff there.

  • On start of layout

    Timer 'create ball'

    .. start Timer 'once, random(1,5)'

    On timer finished 'create ball'

    .. create object ball at (X= choose(0, windowWidth), y= random(0,windowHeigth)

    .. ball set angleOfMotion to scrollX, scrollY

    .. start Timer create Ball 'once, random(1,5)'

    This might work, or at least give you an idea how to do it. It will only spawn balls to the left or right side of the screen, if you want them to spawn at top and bottom too it's the same method with one extra condition added.

    So you'll need to have timer behavior on your level (on some invisible object or something like that) and the ball object needs bullet behavior. Every time the timer finishes, a ball will be spawned at the edge and it's Y coordinate will be randomed along the edge. Then we set the motion towards center of the screen (which is the scrollX, scrollY expression).

  • The .capx I posted works for me, when you click on button it changes the frame to 1 while sound is playing. Sprites frame changes to 0 when it is not playing a sound effect. You can have as many buttons/sounds as you need. Wasn't that the goal or did I miss something? :)

    Edit: As always, don't bother running anything HTML5 related in Internet Explorer as it won't work as intended.

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  • My bad, I stand corrected. :)

    Here is fixed version: animation frame change when sound ends

    Not the prettiest of solutions but works.