LittleStain's Recent Forum Activity

  • I'm not really sure what the composer part would be, could you give an example of what you have untill now?

  • You're not really going wrong anywhere..

    If you make a platform on which the player stands and you move to the left or right, the player only starts falling if it is completely free from the platform, the same applies here. the player isn't colliding with the obstacle untill it is completely clear of the ground.

    This is built in in the platform behaviour, so you will have to find a way around it to check if the player is colliding on the same level as the ground. (you could use a detection sprite for it, or maybe an imagepoint or overlapping with offset detection)

  • pixel perfick,

    Thanks! I know the graphics are crap at the moment and the area is probably too small, but they are actually only there to show it's working.

    For improvements I was thinking of things like being able to put the stick anywhere you want on-screen easily, or adding adjustable speed for the different behaviours depending on distance to the center of the stick (only bullet behaviour has this implemented now).

    Also I wanted to know if the response to user input is as expected, but your comment about the nice feel makes me think I chose wisely.

  • You probably want textbox.text, which is the text inside the textbox.

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  • I personally prefer

    http://www.scirra.com/forum/plugins-pode-html-pack_topic51522.html

    I use the iframe mechanism of Pode's pack to display Leadbolt-ads for example.

    Agreed.

  • -Edit-

  • I've come across many questions in the "How do I"-section about analog-stick/thumbstick/onscreen joysticks and decided to make a capx showing how to create such onscreen controls for all build-in movement behaviours Construct2 has.

    Thumbstick template preview online

    (Touch the behaviour name to toggle between the different behaviours)

    I'd like your opininions to improve upon this example before posting it online.

    Which extra options are needed/wanted?

    How could I make it better?

    I'd like to thank you for your input and thoughts about this, so I can make it a one-stop solution for those wanting to implement these kind of controls to their (mobile) C2 projects.

    Update 5-2-2014

    I won't be able to work on this any further, so I have decided to share the capx without any comments and or further improvements/adjustments.

    Here's the link

  • Car if animation1 is playing

    -set max speed

    -set drift recover

    Car if animation2 is playing

    -set max speed

    -set drift recover

    should be easy enough, right?

  • Why would the or block have to be checked every tick, when it can only affect anything every player.fireratio seconds?

    Or are you planning to add more code to the block?

  • create sprite 2 at sprite1.x,sprite1.y and destroy sprite1 in the same event, next action.

    but why anyone would use this instead of using animations is quite a mystery to me.

  • on pressed q destroy sprite 1 and create sprite 2?

  • I'm not asking what you don't use, but what you do use?

    if you are using pin behaviour or every tick set to imagepoint it should be no problem scaling all the sprites and keeping them in the right relative position to eachother.

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LittleStain

Member since 26 Apr, 2011

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