LittleStain's Recent Forum Activity

  • I just upgraded the capx I gave you in the topic you opened as

    I don't know why you have two usernames on this forum, but it gets confusing. If you would just want me to make the game for you , you could just ask me. If you want to learn something, try to understand what I did.

    Demo-number-improved-again

  • You shouldn't use the custom movement and the physics together. Try to create the same results only using physics.

    And your topic was only started 2 hours ago, it isn't necessary to bump it.

  • Could you post the capx? It's probably something in the events.

  • I don't know what you were trying to do with the boolean variable, but you were setting it to true in 3 different events. There was even an event, which set the boolean to true if the boolean was true.

    Compare this capx I've made to the one in your last post and try to understand the differences.

    demo number improved

  • If you are rotating the player sprite:

    set bullet angle to player.angle

  • To do this you'd have to accomplish this:

    • Restrict the player's movement, so he can only move from active waypoint to active waypoint.
    • If player is over waypoint set all connected waypoints to active.
    • find active waypoint closest to mouseclick.
    • set player movement in direction of closest active waypoint.
    • if player moving along path only set waypoints connected to path as active.
  • 9-patch

  • As far as I understand picking one object inside a container picks all objects inside of it.

    If you want actions on the different objects in a container you have to set them seperately for each object.

    So - on collision-box hit, set arm to invisible, set body to fade, set eyes to scale 40, set feet to animation "explode"

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  • I think you'd be better off using nine-patch to create a border.

    If you'd give me the css settings you use for the border I could create teh nine-patch object in 10 seconds. (just making a screenshot, deleting th bg-colour and cropping it)

  • The problem is in the order of the events.

    If you add the distance from sprite(x,y) right after setting the distance to 0 on left-mouse-click you get the expected results.

  • Keep in mind that most of the 'is it possible in Construct' questions are less 'is it possible' and more 'are you capable of doing it'.

    Agree with Excal,

    You are talking about a goodly amount of text. I assume you mean using a lot of text in your game. This shouldn't be any problem.

    If your sprites or spritefont look good in Photoshop but bad in a C2 game it could have a number of reasons.

    • Scaling within C2 (If an object is bigger onscreen than the original sprite it will have to be scaled up and this will change it's crisp appearance)
    • Objects not being at precise coordinates ( if your object is at x(100.3) and y(75.6) instead of 100 and 75 the program has to calculate it's appearance, while moving this shouldn't be a problem, but static objects sometimes lose their crisp appearance.

    Sometimes changing the pixel-rounding and/or sampling settings in the project properties is enough to help with this, but it can also create unwanted effects.

    Also the type of scaling in project properties offers possibilities to keep your game looking crisp.

  • I don't know how you've set up your slopes.

    If they are square objects you could probably calculate it with some math.

    on collision spawn a sprite at ball origin

    move at angle :angle(ball.x,ball.y,slope.x,slope.y)

    distance : distance(ball.x,ball.y,slope.x,slope.y)-ball.radius

    Could be I'm completely mistaken (happens a lot).

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LittleStain

Member since 26 Apr, 2011

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