LittleStain's Recent Forum Activity

  • Your question isn't very clear I'm afraid.

    The answer to your second question could just be "destroy outside layout", but I might be misinterpretating the question completely.

    The first part raises questions as well.

    I'm not sure if you mean spin or just rotate..

    If your objects are really spinning there's probably something wrong with the way your object or events are set up.

    If they just rotate, that would probably be because of the center of gravity (the origin), to solve this you can just set prevent rotation to yes in the objects physics properties.

  • This is an old post by Ashley on the subject:

    Automatic, always-on per-layout memory loading was implemented in r107. However, it only affects the WebGL renderer, because the canvas 2D API does not provide manual memory management. For browsers which do not support WebGL (notably IE10/Win8) it's simply up to the browser to manage memory intelligently. It's possible it does this already, but it's hard to test - your best best is to ask the browser vendor. On CocoonJS and directCanvas it's also not supported, but it may be coming soon (I've discussed with both about implementing it explicity even though they're both currently canvas 2D rendered).

  • You probably have conflicting events, which means two events that are both true.

    If walking and jumping and or falling are both true and have different animations C2 will try to trigger those animations every tick, in effect starting over every tick and therefor keep playing frame 1.

  • Families are a good way to organize different objects that have a lot of the same behaviours.

    Also I can recommend learning about functions. Add parameters to the functions called to make the same events work on different objects and/or parts of your game.

    here's the manual entry for containers

    You should try to re-use objects as much as possible. The playerbox shouldn't have to be different, especially if most events pertaining to it are the same.

  • You Don't have to change the touch events. Construct 's touch also reacts to mouse input.

  • As you say most tutorials are too advanced for you I just made the events as simple as I could, so you can learn the basics of event-making. If you want the events to be more advanced I'd recommend first learning the basics so you have more insight to what you are doing.

  • 1a Yes

    1b Enemy is hit - punch is punch1 - enemy.health deduct 30

       Enemy is hit - punch is punch2 - enemy.health deduct 50

    1c Yes punch is punch1 - hitbox set size to (whatever,whatever)

           punch is punch2 - hitbox set size to (whatever,whatever)

    2 on enemy hit - punch is punch1 - enemy set x to x+10

    on enemy hit - punch is punch2 - enemy set x to x-10

    So you'd have to have variables for punch, or just use the is animation punch1 playing. With punch 2 you could also pin the enemy to the hitbox or somthing like that.

  • Probably not what you are looking for

    I don't understand what it is you are trying to achieve exactly, but it sounds interesting nonetheless..

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  • In your background layer properties set paralax to 0,0.

    That's probably all.

  • The system expressions choose() and random() are probably what your looking for, you can find out more about them in the manual.

  • -In an image editor remove the (white) background and save the image as .png

    It should be as easy as that.

  • I agree with BACLog, but the example-game (CONTRA) doesn't use seperate sprites as far as I can see, so I added my animation-frame example.

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LittleStain

Member since 26 Apr, 2011

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