LittleStain's Recent Forum Activity

  • Having said that, I don't believe there is an action to set framespeed directly..

    You can however set the frame and the animationspeed

    I guess you'd have to create a new animation-system by which you set the animationspeed per frame..

    Wouldn't it be easier to clone the first object with all it's animation adn framespeeds and replace the animationframe-sprites with the different ones?

    And if a large part of the sprite is the same and only the things in the hand change, why not make an overlay sprite and crop away all that is the same?

  • I guess if you want to use a string containing all the different frames you could use the Token at expression..

    tokenat(src, index, separator)

    Return the Nth token from src, splitting the string by separator. For example, tokenat("apples|oranges|bananas", 1, "|") returns oranges.

  • The destroy action hasn't been completed if the event hasn't..

    Not untill the next top-event will there be less objects to count..

  • the condition is true every tick the characters health is less than 0, so the total width should be 0 in no time..

    Add a system trigger once and all will be ok..

  • Should be gamepad.button(0,10) and (0,11) if I understand correctly..

  • One of those button indexnumbers should give analog input between 0 and 100..

    If there is an analog button that is..

    From the manual:

    Button(Gamepad, Index)

    Retrieve the current button press value of a button on a specific gamepad. Index specifies the zero-based index of a button from the dropdown list in the Is button down condition (e.g. 0 returns the value for the A button). The returned value depends on the features of the button: if the button is pressure sensitive, it can return any value from 0 to 100 depending on the pressure; otherwise it returns 0 for not pressed and 100 for pressed. Buttons which are not pressure sensitive are easier to detect using the Is button down condition.

  • Have you tried gamepad.button(0,0) , (0,1) etcetera?

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  • have you tried gamepad.axis(0,2) and (0,3)?

  • In the thread you responded to, for the reflection she uses the canvas plugin..

    Copying all sprites that need to be reflected to the canvas and then flipping it vertically..

    Right now if you'd like a similar thing, using the paster plugin by Rojohound would probably be a better alternative, because in cases like this it is faster..

  • Couldn't you just a use a vertically mirrored version of the sprite?

  • As far as I can understand it should work like this:

    Create a 200 by 200 round sprite (the Base) and a small sprite (the stick)

    every tick set the small sprites position : X = base.x+Gamepad.axis(0,0) Y= base.Y+Gamepad.Axis(0,1)

  • on key pressed F

    player is overlapping door - system goto layout

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LittleStain

Member since 26 Apr, 2011

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