LittleStain's Recent Forum Activity

  • I guess you could try using blendmodes for this..

  • Add a layer set top layer blendmode to destination in and add sprites to the layer

    • red pick nearest instance of blue

    -- system compare values - distance(red.x,red.y,blue.x,blue.y) < 100

  • I guess you could try the giving something the timer-behaviour and do it like this:

    create global variable "numberofbullets" and set it to 0

    every 5 seconds

    system set variable "numberofbullets" to 10

    tart timer "bullet" for 0.1 seconds

    on timer bullet

    call function "shoot"

    on function shoot -

    spawn bullet

    system subtract 1 from variable numberofbullets

    • system compare variable "numberofbullets" > 0

    > start timer "bullet for 0.1 seconds

    But the loop thing is obviously much better.. haha

  • I'm not familiar with the tutorial, but would using the clamp expression work to limit the movement?

    every tick

    touchfollowme set x - clamp(touchfollowme.x, minimum x-coordinate, maximum x coordinate)

    touchfollowme set y - clamp(touchfollowme.y, minimum y-coordinate, maximum y coordinate)

  • Something like this?

    Add an instance variable boolean picked

    Pick all blocks

    set frame to = choose(0,1,2,3,4,5)

    add local variable FrameNr = 0

    repeat 6 times

    • pick random instance blocks
    • boolean picked is false (inverted true)

    > set frame to framenumber

    set boolean picked to true

    add 1 to framenumber

  • It would consist of creating sprites with blendmode set to destination out on top of the erasable picture (which has to be in the same layer) and having the layer set to force own texture.

    The concealed image would be on the layer below.

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  • I thought I'd try..

    Far from perfect, but might help within your brainstorm.

    https://dl.dropboxusercontent.com/u/485 ... oveTo.capx

  • the rope in this link is a bit more than you asked for, but it has attachments on both ends:

  • I'd rather you upload your capx and explain what you are trying to do..

    You have to tell the computer which sprite you want to rotate.

    I don't see anything in your events telling the computer that.

    The biggest issue is how you would like to select the right sprite.

    There are many options for that.

    • clicking on them and setting a variable
    • adding them to a container, so the rotate button is always associated with that sprites
    • other events concerning that sprite
    • pick nearest
    • pick by comparison.

    If you know which sprite should be affected, there must be a way you can let the computer know.

  • Without seeing your capx I can't be sure of why it doesn't work.

    The persist behaviour should make sure the objects remember their previous state.

    I'll try one guess, but am convinced it won't be right..

    Could it be you are resetting the objects through events or creating new ones with the original stats?

  • Using the shadow-light object you can achieve effects like this.

    Could be that for that game some other effects were mixed to get even more of a feel.

    https://www.scirra.com/manual/178/shadow-light

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LittleStain

Member since 26 Apr, 2011

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