LittleStain's Recent Forum Activity

  • I guess that is, because when there is no touch touch.x and touch.y are both 0..

    adding instance variable that are set to touch.x and touch.y on touch end and/or only setting setting the x and y while touching should solve it..

  • Copied from another topic:

    fly-example

    And this is the code for that one:

  • using a tiled background to create the rope from hook to bucket you could set its position to hook.x,hook,y , its width to distance (hook.x,hook.y,bucket.x,bucket.y) and its angle to angle(hook.x,hook.y,bucket.x,bucket.y)

    if you'd rather set it to an imagepoint than the origin of the bucket, create an imagepoint and us bucket.imagepointX(1),bucket.imagepointY(1)

  • Your layout is restarting every tick..

    remove:

    system lives > 0 - restart layout

  • Did you try the defrost button?

    But seriously, without seeing your capx, it would be impossible to guess what's wrong..

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  • As always there are multiple ways to do this, some involve a lot of math and some are pretty easy..

    Easiest way I would know of is giving the object rotate behaviour, putting the origin outside it's image and pinning it to the player..

    when wanting to move it to attack, just spawn a new object with the same animation but different behaviour and destroy the rotating one..

    While this is probably the easiest way, it might not be the best performance-wise..

  • Have you checked the rotating platformer example in the new project dialog?

  • give the enemy timer behaviour

    on enemy hit

    • enemy set speed
    • enemy start timer "slow"

    enemy on timer "slow"

    • enemy set speed to original speed
  • I was just wondering, is there a special reason NOT to use physics to create the rotation?

    When creating a physics game using other behaviours and getting them to interact can cause issues, so why not use torque to create the rotating box?

    As long as you are using the RotateTo plugin I will not be able to help..

  • Do you mean:

    set bullet angle of motion - object.angle?

  • Using the debugger you can still see the amount of processing time everything takes..

    The amount of collision checks..

    The amount of graphic memory that's being used

    the amount of objects on the layout..

    If you use that information and read up on optimizing performance you should be able to get a bit further..

  • What am I supposed to see when looking at that file except some coloured sprites?

    Scaling is still set to letterbox..

    All events are crossed out and nothing has behaviours attached..

    My suggestion was using anchor behaviour, but I see no reference to that, neither do I see any events using the viewportleft etcetera..

    I'm not sure what you expect this layout to look like in the browser, so without any further explanation I'm at a loss..

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LittleStain

Member since 26 Apr, 2011

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