Darius's Recent Forum Activity

  • Does it have to be an animation? Can't you do it much easier? What I personally would do is make a private variable for the stick.

    Always:Subtract from Stick('timer') 1*timedelta
    Stick:Timer less or equal to 0:Stick destroy
    Stick:Timer less or equal to 0:Stick>Create object BALL[/code:9ffwlrfn]
  • Ok I don't know what exactly you mean but here are all the weapons you named. Hope it's correct. . .

    http://dl.dropbox.com/u/7605789/Guns.rar

  • To change the text, all you do is say

    The event you want to happen:Set text to="Text here"

  • You can make the arm a seperate sprite. Sprite=set position to player at image point 1 (where the arm should be duh) and say its angle to mouseX and mouseY. On click make BULLET

  • Here is what I would do. I would make a private variable and say

    MouseKeyboard:Button is down>Add to Timer 1*timedelta

    http://dl.dropbox.com/u/7605789/SpaceISdownTIMER.cap

  • What would you use this for anyway? Just curious. . .

  • Well. You can make an invisible block with no solid attributes or anythig. Then you can say:

    Player:On collision with INVISIBLE block:Set private variable speed=player[Platform].Speed

    and in the same event:player:set private variable angle=player.angle

    Here is a cap:http://dl.dropbox.com/u/7605789/Privatevariable.cap

  • Maybe upload the .cap so I can see the scripting. May be able to help but I don't know whats "under the hood '. ..

  • You can right click one and say copy, and to paste right click and say PASTE CLONE. Problem solved. . .

  • Ok FIRSTLY:

    The movement, i'm guessing thats 8-dir movement? You can go to acceleration speed and say 9999 instead of 1200.

    SECONDLY:

    Animation angles are for platformers mostly (i think) so that if you go left in platformer the character will face left etc.

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  • I'm not sure as i haven't tried but if you go to objects families tab you can choose icons to represent them. Maybe its what shows on the minimap. . .

    Maybe try, and tell me any results you got.

  • Or what you can do easily (If you are looking from a top view) is give it bullet movement, and put an invisible block at corners.

    Train>On collision with>Turn_right_square:Train=Turn 90*

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Darius

Member since 14 Jun, 2010

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