LittleStain's Recent Forum Activity

  • you would like the character to rotate (set direction) while moving too?

    you could do that by adding a condition

    if not touching thumbstick2 - rotate

    to thumbstick1 controls..

    that way when thumbstick2 is used to rotate, thumbstick one won't interfere..

  • There were some actions missing, but I don't know if that was the issue..

    Cant test multitouch right now, so at least you have your events correct like this..

  • Construct2 doesn't have an easy way to create point and click adventures..

    It is possible though, but it requires a lot of knowledge..

    If you'd like to create a point and click adventure relatively easily I'd advice you look into The wintermute engine or Adventure game Studio

    If you wish to do it with Construct2, it will be a long learning progress of trial and error, but if you're up to that, go for it!

  • you could just use one sprite for the weapons, while creating it, make sure the sprite is the same size as the player sprite and has the same origin point..

    After the weapon-animations are made you can crop the images, the origin point will stay where it is, so your z-order problem wont exist..

    Yep.. the origin point of a sprite can be outside of the image..

  • you shouldn't be using x=290 for that would only be true if the character is exactly at x=290

    Even at x=290.5 or x=291 or 289 nothing will happen..

    the platform is most likely wider than 1 pixel so that wont work..

    maybe using a condition in which you reference this specific platform or is overlapping at offset would work, but that all depends on how you have your layout and events set up..

  • it seems like your test sprite has a square collision polygon and if so the shadows are correct..

  • you can make the drag and drop behaviour drop the object..

    Make invisible squares arond the object and on collision drop..

    Or have it done by an equation, maximum distance from center or have it react to the bounding box..

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  • Create a seperate layout without an event sheet and put the sprites on that..

  • I really don't follow what you are saying..

    slot+"array.curX".imagePoint(0) = new blacksprite

    what is this supposed to mean or do?

    Why not just have an empty-slot sprite with animations for the filled slotsprites?

    all you'd have to do is set the animation to array.at(slotxnr,slotynr)

    if array at that place is zero set aninmationframe to zero.. (empty slot)

  • I don't take 100 away..

    I just say that when that velocity is reached no further force is applied..

  • I understand..

    You should create the circle out of smaller parts..

    a 3840 by 3840 pixels sprite is never a good idea, one that needs 180 collisionpoints is even worse..

    create a part copy it, turn it and copy that part and turn it, untill you have a circle..

    This will take much less memory and won't demand near the processingpower you need now..

  • What are the size settings for the array?

    my first guess would be it only has x and y and no z..

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LittleStain

Member since 26 Apr, 2011

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