LittleStain's Recent Forum Activity

  • by clicking add/edit instance variable under instance variables in the object's properties-bar..

  • You might be looking for the persist behaviour

    https://www.scirra.com/manual/161/persist

  • Glad to be able to help!

    This is the exact reason why so often is asked to include the capx.

    Conflicting actions/events can be easily overlooked.

  • There is an action within larva..

    On pathfinding arrived - portablestuff destroy

    This event does not pick an instance of prtable stuff and as such destroys all portablestuff instances.

  • If you use on touched Anotherline instead of is touching the stacking will be less.

    Adding another condition like system compare Need5Coins.count = 0

    will make sure the text won't be created unless there are no instances of the text, assuming the text has a destroy after fade out.

  • QuaziGNRLnose

    Good luck on your exams!

    You have already created an amazing plugin and although some of us (me) would love to see those extra possibilities implemented as soon as possible, it's impossible to complain (It might even be called disgusting, haha).

    I do have one question still.

    Except for the usual (max 4 bones influencing vertex) what are the limitations to the skeletal animations?

    One of the most important parts for me would be to only scale the length of the bone (Y), so without changing the X or the Z.

    I'm really looking forward to see if what I have planned will work in a way satisfactory, because my efforts in other Game Development Kits have shown me my limitations in programming.

  • Give the player an instance variable NumberOfBullets

    Keybord on space bar pressed

    player compare variable NumberOfBullets > 0

    • shoot

    Keyboard on R pressed

    player compare variable NumberOfBullets = 0

    • Player set variable NumberOfBullets = 20
  • Put the tank and turret in a container.

    https://www.scirra.com/manual/150/containers

    or add a turret is nearest condition.

  • Using physics for something like this does seem overkill, bullet-behaviour with gravity would do just about the same.

    My guess is you should check your collision-polygons or set collision-mode to bounding box.

  • You could try the condition:

    Mushroomcrab pick nearest to bosscrab.x, bosscrab.y

  • I'm not sure why you'd want to slow down over time, but using lerp wouldn't be necessary.

    every x seconds set the speed to speed-10 would work,

    But I would opt for trying bullet gravity..

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  • Wouldn't it just be a

    on button down - rotate towards angle

    on button not down - rotate towards angle

    adding a condition - if angle is between bla and blabla to not trigger if unneeded and offf you go..

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LittleStain

Member since 26 Apr, 2011

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