LittleStain's Recent Forum Activity

  • What kind of template would you want?

    There's a lot of tutorials in the tutorial section, there's a lot of games in the arcade of which some have downloadable capx, there's also a lot of capx's in the tutorial section and spread all over the forums.

  • Store the values and or other stuff you want to show in variables (or use an array)

    On level end create the pop up with all it's bells and whistles and set the things that are dependant on variables to their variable influenced shape/text/animation.

  • You are probably using the scrollto behaviour right now.

    You could keep using that and create a camera-sprite, let's say at player.x+200 pin it to the player and scroll to that.

    If you want total controll however using the system scrollto action and changing it values according to the situation is probably a better way.

    There is also a third party plugin called magicam, which makes it easier to control the camera.

  • Have you ever tried translating with translate.google.com?

    If so you should be aware that translation isn't something that can be done by programs or machines.

    If you'd like your translations to be correct and readable you'd need a person to translate it for you..

  • animation speed 10000? that means 10000 frames per second..

  • Solved

    Your background was going in the opposite direction,

    so + should become -

    and < should become >

    and because the original used the left side of the layout (which is 0) and you use the right side (in your case 340) this should be taken into account as well.

  • Do you mean on touch start, on touch end, on touched object or is touching?

  • Thanks for filling in the blanks, blackhornet

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  • Ok, so I adjusted the collision and set the walkcycle to loop.

    There are still a lot of things not working, but that part is fixed.

    Indiara

  • If you would be so kind to share your capx, we could see what's going on.

    If you copied it exactly, it should work.

  • I would just give the player an instance variable with the sort of bullet they are firing and spawn the corresponding bullet.

    When objects are in a family you can still adress them as isf they weren't.

    So

    for each PlayerUnits - call spawnbullet with parameter playerunits.BulletMatch

    if param = 1 - spawn bullet

    if param = 2 - spawn bigbullet

    Doesn't matter that they are in a family.

  • Problem with having so many questions is I can't answer them all, so I'll just pick a few.

    1 - use the distance() expression to pick enemies within a certain distance.

    4 - I think using choose() would work here, with this you can even make one imagepoint be preferred to another.

    5 - On bomb explode pick all enemies - destroy. or if you only want enemies within a certain distance of the bomb, you could again use the distance() expression.

    6 - easiest way I can think of is having a seperate collision-sprite to check if the top is collided with.

    8 - if the regions are square, you could check the x and y positions of objects against the top and bottom y and left and right x of the region.

    9 - Something like that should work

    Good luck!

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LittleStain

Member since 26 Apr, 2011

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