LittleStain's Recent Forum Activity

  • That is a completely different question..

    One way might be using a single tiled-background-object for all the borders and keeping the object overlapping that..

    I can think of other ways using multiple imagepoints

    Really depends on what you are aiming to do..

    circle dragging is actually pretty easy as is dragging at the edges of squares..

  • Well you are disabling bullet behaviour when overlapping ground and the one on the left is overlapping the ground..

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  • It would help to know what event/conditions you are using..

  • What tutorials have you tried and what part of them didn't you understand?

    This one even has a capx you can download..

    Also, why a second topic with the same question?

  • How much difference would it make?

    Construct already does a great job optimizing during export, so unless your project is set up in a very strange way, it couldn't be that much, right?

  • i have some problem for ad show intersitial . i have set the timer for give time to ad intersitial is showing ..

    for the ad banner is normal...

    "hero monkey bananas" at plays store

    if want to check please help me.. because the problem make me not move on

    Why would you put an unfinished game in the playstore?

    And if you need help, wouldn't providing a capx and/or events be much more usefull than a "finished" product?

  • Shouldn't be hard to get the y-position of the last created pipe..

    Would be easier to explain if we knew your events to create them..

    If both pipes are created in the same event, storing the y-position of the first in a local variable and using that to determine the position of the second should work..

    That would use a system set variable to family.y after creating, or set the variable to a random number and creating both pipes based on it..

  • LittleStain thanks! I'm constantly learning a lot from you and it always amazes me how you can find the best solutions to problems. You have my deepest respect!

    Thanks..

    Nice to hear..

    Especiallly today (Birthday)

  • That's why you should tweak it..

    In the example R0J0hound posted changing RES to a higher number will reduce the amount of sprites created..

    I'd disable collisions for sprite2 in it's properties if you are never going to use them..

    You could fade out faster so the tail is shorter..

    All these things can reduce the impact it has on performance..

  • First thing I noticed and maybe all that is needed..

    When you call the function you have to re-pick the right instance(s)

    Using the UID of the object as a parameter should work for this..

  • You can do something like this:

    Sprite1.X<Sprite2.BBoxLeft+Sprite1.Width/2--->Sprite1 Set X to Sprite2.BBoxLeft+Sprite1.Width/2

    Just add 3 more conditions for right, top, bottom with appropriate values.

    One event with two actions will do:

    every tick

    sprite1 set x = clamp(sprite1.x,sprite2.bboxleft+0.5*sprite1.width, sprite2.bboxright-0.5*sprite1.width)

    sprite1 set y = clamp(sprite1.y,sprite2.bboxtop+0.5*sprite1.height, sprite2.bboxbotto-0.5*sprite1.height)

  • On collision is a triggered event and as such only triggers once while true..

    That's why I asked if "is overlapping" would work in your case?

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LittleStain

Member since 26 Apr, 2011

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