LittleStain's Recent Forum Activity

  • Maybe it's just me, but what would it mean for a tile to "behave like water"?

    What I mean is, what do you expect the tile to do?

    Could you tell me what actions the tile should have on what conditions, maybe if you break the expected "behaviour" down into little pieces it becomes clearer how to set up the events.

  • So you could just place the walls at x: viewportleft("layer") and viewportright("layer")

    to prevent moving too far apart.

  • You're absolutely right, sorry..

    Replace viewport.width with:(

    ViewportLeft("Layer 0")+ViewportRight("Layer 0"))/2

    to get the real center.

  • In the event sheet it would look like this:

    system every tick - wall set x - camera.x - viewport.width/2

    to make the camera follow in y:

    system evers tick -camera set position - x = (player1.x + player2.x)/2, y = (player1.y + player2.y)/2

    system every tick - system scrollto - camera

  • I'm not 100% sure what you want, but maybe you could try using the clamp expression to restrict the distance possible to travel.

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  • This looks like code that would work perfectly with the lerp (linear interpolation) exppression.

    When I'm on my home-pc I'll brainstorm a bit within Construct.

    I'll be back!

  • Would it work to give the card a timer behaviour and rotate toward angle based on the timer.

  • I created this with construct2 about a year ago as a proof of concept for a touch&go adventure-game, but never finished it:

    Leaving Nic's Vegas

    My knowledge of Construct2 has improved a lot, unfortunately I'm really busy with another program at this moment, but If advice is needed on how to implement point&click related programming, feel free to ask.

  • The collision polygon for your radardots is way to big..

    change the polygon and it will work.

  • Something like this?

    create 2 variables: OldMouseX and OldMouseY

    on mouse left button down

    every x seconds

    -

    set object speed to distance(mouse.x,mouse.y,OldMouseX,OldMouseY)

    set OldMouseX to mouse.x

    set OldMouseY to mouse.y

    You have to set the speed before setting OldMouseX and OldMouseY.

  • if player.x,player.y = arrow.x,arrow.y?

    problem is that player is probably moving and the x and y will not completely be the same.

    so maybe you could use if distance(player.x,player.y,arrow.x,arrow.y) < 2 (change this number to see if it has to be bigger or smaller)

    To make the turn at exactly the right place you could first set the player position to the arrow posdition before changing direction. The small jump will probably be hardly noticable.

  • system on start of layout

    spritefont if variable is 0 - spritefont set visible

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LittleStain

Member since 26 Apr, 2011

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