LittleStain's Recent Forum Activity

  • One way would be to pick the second instance by uid, set some local variables to the x and y..

    then have the first instance spawn or create and stretch to the x and y in the local variables..

    A lot depends on how you have things set up..

  • trigger once while true, triggers the actions attached once while the conditions of the event are true..

    If any of the conditions changes it isn't true anymore so after that it will trigger once again when all conditions return to true..

  • Example of RamPackWobble and my suggestion

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  • Although I think it would make the game less playable and intuitive you could always try something like this:

    create a sprite that will represent your mouse-pointer, give it the bullet-behaviour and (turn of set angle) set the speed to the speed you want..

    On start of layout set the mouse pointer style to none

    Every tick

    set the angle of motion to angle(sprite.x,sprite.y,mouse.x,mouse.y)

    set the speed to your desired speed..

    if distance(sprite.x,sprite.y,mouse.x,mouse.y) < a certain amount

    set the postion of the sprite to mouse.x,mouse.y

    set the bullet speed to 0

  • Thank you guys, for the swift reply.

    I have yet only glanced the manuel and I feel a bit lazy asking for help already, but I wanted to make sure that the basic condition/programming stuff was there, in the system before "converting" to Construct 2. And it's looking very promising:-)

    If it's basic, you can do it with construct2 in a very easy way

    If it's more complicated, you can do it with construct in an easy way

    If it's very hard, you can do it with construct..

    What I've noticed on this forum is that people coming from other programming background overcomplicate things more often and are amazed at how some things can be done in such an easy way..

    Ofcourse things are always complicated if you don't know how and when you are used to a certain way, it's sometimes hard to learn another, but Construct2 is fully packed and has a great community to go to if you can't find the solution you need..

  • Did my previous answer help?

    If not, could you share your capx and/or events so we can have better understanding?

  • I'm not sure I understand..

    Do you want the sprite to stretch, scale, rotate to overlap both imagepoints?

  • Please share your capx or a screenshot of your events, because pick by comparison should work if used in the right way..

    That is unless you have other conflicting events..

    Picking the right objects in your event is the only way to have the attached actions only apply to the objects you want..

  • If I understand correctly your collision-event only triggers when the y-position is exactly the same..

    If you set a text-object to the y-position of the objects, you will probaly see it is never exactly the same..

    The 8direction enemy probably even never stops moving (although it might look that way).

    You could create an event with an action to set the y-position to the exact y when the difference is very small..

  • I'm not sure what you are trying to do..

    What has the vector-y to do with the collision event?

    Setting vector Y is setting the speed in pixels per second for the y direction..

  • random(1,10) will also give results like 1.4523 and I'm guessing you don't have a layout called layout1.4523

    floor(random(1,11)) should get better results..

  • if the gun is facing left in your image editor, it's origin is in the right place (this is also the rotation center) and you are not using any mirroring, everything should be ok..

    If there are still issues, it would probably be wise to share an example capx, because if you can't see any pattern, it will soon become a guessing game otherwise..

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LittleStain

Member since 26 Apr, 2011

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