LittleStain's Recent Forum Activity

  • something like:

    every tick set score: player.x

    or deducting the start x-position from player.x

  • What do you mean with the initial sprite has no collision?

    I do hope it has a collision polygon or else touching/clicking it won't have any effect, for it won't register the touch/click.

    Using animationframes or animations would be my best bet. Turning the solid behaviour on and of depending on which frame or animation is playing shouldn't be a problem.

  • I saw your capx.

    I would advice you to try and use smaller sprites and/or cut them up into smaller pieces.

  • Best way would be to use families, but those are only available in the paid version.

    Why would you need 80/90 sprites when you all want them to do the same thing?

    Wouldn't it be easier to use animationframes if they look different and if they look the same, just use instances?

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  • Basically you'd have to do something like this:

    give the sprite a boolean variable "selected"

    on touched sprite - toggle boolean

    get the starting distance and the starting angle between the first and second touch.

    then change the scale of the sprite according to the change in distance and set the angle of the sprite according to the change in angle.

  • I believe you could compare platform.vectorY for that.

  • are you using any behaviours for movement?

  • somthing like this should work for single touches.

    on any touch start - start animation.

    on any touch end - stop animation.

  • Like everything else in programming it's all if then.

    if global variable is 1 set level1 button to animationframe 1 (not greyed)

    on levelbutton touched - levelbutton is animationframe1 - goto level1.

    etcetera..

  • Please share your capx, because your explanation is hard to follow without it.

    Having two groups with exactly the same events seems like a waste of space.

  • Would something like this work?

    for each box

    box has line of sight

    box is not moving along path

    • find path

    For each box

    on path found

    • move along path
    • set animation to walk
  • Shouldn't they only play the walk animation while walking?

    So wouldn't it be easier to start moving on los and set animation walk when moving?

    I'm under the impression the problem is not where you think it is. This sounds more like a conflicting event issue. Are you setting the animations anywhere else in your event sheet too and are the conditions for that event true aswell?

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LittleStain

Member since 26 Apr, 2011

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