LittleStain's Recent Forum Activity

  • I could be wrong, but it sounds to me that most (if not all) of your issues come from your gamewindow being out of focus.

    Touching outside of your gamewindow will make the browser respond to your touches instead of the game.

    (tapping the game window at this point should work)

    This is also why using a fullscreen in browser setting will resolve the issues.

  • I think the issue is that all sprites rotate around their origin and that's why when rotated they seem off..

  • Wow, I really like the bullet behavior. The movement is smooth. Knowing how knowledgeable you are in C2, I'm really looking forward to seeing your example and how you approach to this.

    You can downloaod the capx from the first post?

    Haven't been here in a while, sorry to have missed your comment..

  • You mean create a joint?

    From the manual

    Physics actions: Joints

    Create distance joint

    Fix two physics objects at a given distance apart, as if connected by a pole. An image point can be specified to connect to a specific part of the object. Note that an image point of 0 specifies the center of gravity of the object - if you intend to connect to the object origin, use -1.

  • If I understand correctly:

    event - right arrow is pressed - move 2.5 pixels forward

    subevent -animation jump is not playing - play walk animation

  • > Thanks! One can never have enough good Karma..

    >

    Is there a plugin needed for this? I cannot recreate your thumbstick with the 8 direction behavior. I have tried it on several blank construct 2 projects.

    No plugin is needed.

    The 8-direction implementation is in the capx and it works as expected.

  • Seems like you want to add something to the scale (or width and height) every tick your condition is true..

    That would be easy, right?

  • for each gem collision

    pick platform by comparison platform.Id = gem.id

    gem set position to platform

  • I would do something like this:

    system every tick

    • player1 set x = clamp(player.x,viewportleft(0), viewportleft(0)+0.5*(viewportright(0)-viewportleft(0))
    • player2 set x = clamp(player.x, viewportright()-0.5*(viewportright(0)-viewportleft(0)), viewportright(0))
  • You could hide the mouse cursor and just set a sprite to mouse.x, mouse.y , it should scale with the rest of your game..

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  • Without knowing in what way the positioning is done in the first place, it's hard to tell..

    Are you using multiple layers?

    do they have different paralax settings?

    What fullscreen in browser option are you using?

    It could also be the issue comes from the fact that the elemenst that are not outlined correctly are DOM-elements instead of elements inside the canvas, but without more information it's just a guess..

  • Did you see the zoom-example from the new project dialog?

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LittleStain

Member since 26 Apr, 2011

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