LittleStain's Recent Forum Activity

  • I just checked and your player has around 70 collision-points and the way to big circle-sprite has around 180..

    It's just a bit too much..

  • I've downloaded, but what the heck, 19MB?

    I'm not sure what it is you are expecting to happen and what it is that is happening, so could youe xplain more clearly?

    What do you mean by hanging and what are the edges you are talking about?

    Also you are using a very big round thing with Way too many colisionpoints,but that is your choice..

    I guess one of the issues is the 1000 collisionchecks per second when reaching the platforms..

  • You could set a limit to physics.velocityX

    like this:

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  • I think this is actually a far nicer example, originally made by RoJohound, edited by someone else..

    https://dl.dropbox.com/u/8367729/constr ... fixed.capx

  • Would this work for you?

    Doesn't work while jumping right now, but with som extra conditions this should work for a gradual slowdown, right?

  • You don't want to rely on behaviours, but you are using the physics engine?

    ok..

    Would it work to set velocity to zero on key released or something like that?

  • It's exactly the same as above..

    instead of comparing the y you just use

    on touched object - player - 8 direction - simulate control - up

    on other touched object - player - 8 direction - simulate control - down

  • You've completely lost me here..

    If you are going to "push" the colors into the array, why not use the array as reference to create the visuals?

    I have no idea what string chaining is and why you would need it, it sounds like what you want to do is relatively easy.

    You should probably use the function object to create the action, for all actions are almost the same, only the variables change, so if you put these in the correct spot in the function it will all go as planned..

    Instead of creating at imagepoint 0 of the slotx object, why not create like this

    variable SlotX = 0

    variable SlotY = 0

    on black pin object pushed call function ColorPicked with parameter 0 is black

    On function ColorPicked

    • Array set at xy : x=SlotX - Y=SlotY value = function.parameter(0)

    --subevent

    -- If variable SlotX < 5

    --- set SlotX : SlotX+1

    -- If variable SlotX =5

    ---set SlotX : 0

    ---set SlotY : SlotY+1

    • call function Draw

    on function draw

    • destroy all sprites

    -array compare value at xy: 0,0 = black

    • create object blacksprite at x=100+100*array.CurX - y=100+100*array.Cury..

    bladiblah..

    Something like this should work..

    By the way instead of making a lot of different sprites (black, blue,red,whatever) wich have everything incommen exept for there color, I would choose to use animations or animationframes of 1 sprite.. that way you only have to set the frame or animation to the color desired and all that has to be created is the same sprite over and over..

    Youi get the drift..

    -- create

  • How do you want the touch to work?

    you could try something like:

    touch.y > player.y - player simulate pressing down

    touch.y< player.y

    touch.y is not 0 - player simulate pressing up

  • Wouldn't it be easier to pin the fire to the enemyboxes, instead of trying to set them ever tick?

    that way you can avoid that picking issue..

  • You could use blendmodes for masking certain parts of a layer..

    There's an example shipped with C2

  • Could it be your game is so small that it takes no time at all to load, so before you can see the preloader it's already completely in memory and running?

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LittleStain

Member since 26 Apr, 2011

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