LittleStain's Recent Forum Activity

  • Well you could use the litetween plugin, which you can download from the plugin section..

    Other options are the moveto-behaviour plugin or without third party plugins with the bullet behaviour in the way the move to example shipped with construct2 shows..

  • Could you better explain what is happening right now and what you would like to happen?

    If you could tell us what behaviours/events are you using, it would be a lot easier to give advise on what to change..

  • What kind of other rotating or angle setting events/behaviours do you use?

    While in touch it rotates towards touch, but obviously there is something else affecting the angle when there is no touch..

    Maybe remove the set angle inside the movement behaviour would solve your issue..

  • Let's see what the manual has to say about that:

    Engine:

    the remaining time spent in the Construct 2 engine, which is the overall estimated CPU with the events, physics and draw calls times subtracted away. This includes processing behaviors and other engine housekeeping.

  • Well if the conditions are right, that can be done..

    I don't know when you would want it to happen..

    Setting angle and position is easy.

    Making it smoother would consist of setting a (boolean) variable and while it is true rotate and move to instead of going instantaniously..

    Knowing when to set and unset this variable would be the hardest descision..

  • Shame, it would be nice to have such a feature, especially on a per event sheet basis.

    Global variables per event sheet?

    I don't get it..

    But like I said, removing unused variables will do (almost) nothing for performance, so it seems like an unimportant feature to me..

  • Not that I know of..

    It isn't nescessary for optimization, so only readability of your event sheets would improve..

    I guess the easiest way to find out, would be to put the variable name inside the eventsheet searchbox and see if they are referenced inside events/actions..

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  • Would using frames or animations work for this?

    Just create the enemy sprite and pin it to the rectangle..

    On creation set either the animation or frame to choose()

  • my event sheet is a mess really ive messed up the ai and recreated it. maybe you could recreate with what ive told before. and you can see what I'm talking about, with them overlapping and ignoring the collision box

    There is really no reason for me to spend time on creating something that might not even resemble your situation.

    It's your question, so I suggest you create the example of your problem.

    That way we can both be sure we don't waste our time on useless things..

  • > You should have enough to post a link as text, and very soon (500 rep) you will have enough for normal links.

    >

    what if someone took my capx and ripped me off. what could you do as a mod

    If you are worried about your graphics :

    Replace them before uploading

    If you are worried about your events:

    Nobody is keeping you from uploading a downgraded version of your game, only containing the problem.

    That being said, I guess having a game that actually works would be much better than "protecting" a game that doesn't..

  • So something like:

    First add an imagepoint to the player where you want the weapon to be

    Give the weapon pin-behaviour

    Player on collision with weapon

    weapon set positon : player.imagepointX(1), player.imagepointY(1)

    weapon pin to player

  • Do you have animations of the player with the weapon, animations of the player picking something up, or do you just want to set the weapon to a point on the player and pin it?

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LittleStain

Member since 26 Apr, 2011

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