LittleStain's Recent Forum Activity

  • I'm not quite sure what you mean. What icons?

  • You could make a seperate sprite for the head and use a container.

    Or maybe just make a condition

    bullet -on collision with enemy

    if bullet.y < enemy.y

    if your enemy's origin is in the middle this would mean an upperbody hit. I'm not really sure if the picking would be correct in this case, but with a bit of fooling around you should be able to get it working.

  • To invert a condition, right click it and choose invert.

    If you want to check if one object is being touched while another isn't, this is the way.

  • Pancholo

    c4sp3r89's solution does exactly what jook00 is asking for. By adding the condition "is visible" to on object clicked, the object will only be clickable when visible. It's the easiest solution.

  • The problem with your enemy is the same.

    You have multiple events with conditions that are true.

    Make it so that only one event gets triggered by creating conditions that prevent another event triggering.

  • The cocoonJS object has events and actions for a virtual keyboard.

    ArcadEd

    Thanks! didn't know that..

  • You had some conflicting events due to the keyboard or gamepad.

    I'd advice you to create different groups instead of making so many or events because it gets confusing.

    I did manage to get it working though.

    Game improved r142

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  • I think we'd need to see the capx for this issue.

  • Do you have an example to show the difference in performance?

    C2's scale future works pretty well in fitting it's games on different screen sizes.

    The only performance issue I can imagine is in the amount of ram needed for the sprites. Adding more sprites would make that even worse.

    You could choose to make two versions of your game, a normal and a HD one, most code could just be copied, all you'd have to do is change the graphics.

    But as I said before, if you just take into account how much ram you are using with your graphics, you could just use C2's scale option.

  • Another method you could use is:

    on touch

    system compare two values: touch.y < windowheight/2 - action for top half

    on touch

    system compare two values: touch.y > windowheight/2 - action for bottom half

  • gbell12

    if you right-click on the animation frame box there's an option to import sprite strip

    (ok, weird. I thought I was reacting to someone, but somehow this happened in the wrong thread. Sorry!)

  • You can find a way to create a virtual keyboard in this topic.

    The button could just be replaced with a sprite.

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LittleStain

Member since 26 Apr, 2011

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