LittleStain's Recent Forum Activity

  • If your sprite doesn't have animations, the easiest way would be using the tiled background object.

    If it does have animations using the blendmodes would be your best option.

  • The short answer is: there's not a whole lot you can do about it.

    If you want your game to scale to the available area and the available area becomes smaller, logically, your game will scale.

    You could try to scale your game back to the size it was before scaling down, but the problem you get then is that your textbox could be obscured by the pop up keyboard.

    Another workaround would be to not use the system keyboard but create your own keyboard in your project.

  • Would this work?

    for each enemy

    -System compare two values: abs(player.x-enemy.x)>200

    --enemy.x>player.x - enemy look left

    --enemy.x<player.x - enemy look right

    -else - enemy look forward.

    • = subevent

    -- = subevent of subevent

  • Yes I watched the game.. looks great.. To help you with solving your problems it would be easier if instead of having to play the whole game you'd reduce the number of blocks created so the issue can be checked more easily.

    Playing the game I ofcourse have no idea how you have your events set up, but having to play for a long time before I get to where you say the problem is, doesn't help in determining what could be the cause for the problem.

  • Using destination out or destination in should work perfectly too, just remember to set the layer to force own texture..

  • Oh just saw you'd want animation possibilities.

    Just replace the tiled background object with another animationframe when needed. Destroy-create.

    or use opacity with another object behind it.

  • Like this? (use spacebar to add to thermometer)

    thermometer

    This is done with a simple tiled background and one set height on spacebar released event.

  • (screenwidth/(numberofenemies+1))*multiplier

    then you should add 1 to the multiplier for each enemy to get the x-coordinates.

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  • would 2 enemies not need to be at 1/3 and 2/3?

    that would seem more logical.

  • system every tick - spritefont set text: "score: "&SCORE

    in which SCORE is the name of the global variable holding the score.

    I'm not sure about the second question, but you probably are setting the letter width, so not all letters have the same width. an I has less width than a W. On the spritesheet for the spritefont all letters have the same width.

  • I'm not sure what you mean by masking, but I think you should look into blendmodes. There's an example shipped with C2, which you can find in the new project dialog.

  • you could set the animations based on angle of movement.

    if angle is between 45 and 135 set animation to front.

    if angle is between 135 and 225 set animation to side and set mirrored..

    etcetera..

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LittleStain

Member since 26 Apr, 2011

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