LittleStain's Recent Forum Activity

  • This should work to stretch the sprite to fullscreen:

    set width = viewportright(0)-viewportleft(0)

    set height = viewportbottom(0)-viewporttop(0)

  • It seems the above links show you how to detect the swipe, so all youd have to do is attach the movement action to the detection..

    You could easily set a global variable to "left" for example..

    Check the value of the global variable and attach the movement action you'd like when the direction of the swipe is "left"

  • > HerrVonClaussen

    >

    > It is nothing to do with what Carboncopy has put.

    >

    > Event 8 is overriding the animation.

    >

    > You have:

    > Keyboard Space NOT down (which is the majority of the time) -> SprPlayer Set animation to default

    >

    I looked at the .capx and from what I understand that was the best answer I could find.

    as if you look at animations (run) set to run speed 5 then no loop. So I came to the conclusion as I have with all my walking animations set loop.

    Setting the animation to loop will however not override conflicting events..

  • Also the platform behaviour has a condition on fall start..

    If you get the y-coordinate on that event and the y-coordinate on landed, you'd know the fall distance..

  • You mean something like

    player platform is falling

    every x seconds

    • add x to falldamage

    player on landed

    • player subtract falldamage from player.health
    • set falldamage to 0
  • Well when the layout is restarted, the trigger once is ofcourse triggered, for it's the first time the condition is true..

    If you don't want that to happen, just like always, you should add other conditions..

    I guess I would change the whole setup and add the flashing action to the event that changes the variable in the first place..

  • Sounds very simple indeed..

    Could you explain what fall damage is in your opinion?

  • You mean like adding a trigger once to the gamepad events?

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  • The example actually only uses 2 images instead of the 24 images needed for your animation..

    If Image memory is not a problem and you dont want more than 24 options (rotating the sprites like in the example would ofcourse give infinite angle possibilities) you should be fine..

  • As explained in the manual, Global variables are NOT reset, so without seeing your events we can only guess why your actions are not triggered..

    Restart layout

    Restart the current layout. Note that unlike Go to layout, this action resets all event groups to their initial activation state. Global variables keep their current value - they are not reset. To reset them use the system action Reset global variables.

  • When would it bend?

    Could it be solved with animations?

  • you can change the size of the I-frame inside construct, the size of the image itself you should set in the html..

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LittleStain

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