LittleStain's Recent Forum Activity

  • how much is the player.platform.jumpstrength?

    is there a platform at that offset?

  • You don't want to use player.angle for it is the angle of the player-object..

    What you want is the angle from the position of your object to the position of the player..

    One way of getting that would be to use this expression:

    angle(object.x,object.y,player.x,player.y)

  • I'm guessing player.angle = 0

  • > If you could give a better explanation of what you want it would be easier to help..

    >

    > Would putting the enemy on a layer with 0,0 parallax and having it move on it's own be what you are looking for?

    >

    My enemy doesn't move like this but let's say the enemy moves up and down . The enemy should keep moving up and down it should keep moving up and down but it shall always be on screen. Basically the enemy should always be on screen.

    Without better explanation it is hard to guess what you want..

    The enemy won't move if you don't give it a movement behaviour (or code the movement yourself)

    You could put it on a layer with paralax 0,0 to keep it on screen , clamp it to the viewport or a certain distance from the player end there are more options..

    How free would the movement of the enemy be?

  • You could check if the player is on top of it using overlapping at offset and attach the appropriate actions to that..

  • A string is just a sequence of letters, numbers and punctuation marks, also known as a text..

  • Have you looked in the tutorial section and searched the forum before asking this question?

    You can find multiple examples..

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  • How about putting the body and arm in a container?

    You could also reference the right body by instance variable or UID, but in this case using containers should work perfectly..

    By the way, 100MB for an arm?

  • one way would be having a global variable TotalWater

    trigger once (or another triggered event)

    System set TotalWater = 0

    -- for each lake

    System TotalWater add lake.water

  • If it were more sprites you could get the angle of them checking overlap at offset..

    I'd recommend either building the bridge out of seperate objects or use invisible objects to get the angle and just using the bridge as a picture..

    Another option would just be to code the angle based on the position..

  • What you are describing can be very easily achieved using blendmodes, an example of the possibilities is shipped with Construct2

  • I don't think you can directly, but nothing is stopping you from spawning a ballobject set to circle collision looking like the player when he is a ball, replacing it again when changing shape..

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LittleStain

Member since 26 Apr, 2011

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