Nimtrix's Recent Forum Activity

  • Instead of using "On landed" for standing animations, you should use "Is (not) jumping" and "Is (not) moving". (not meaning inverted events)

    Those two conditions should be all you need for standing, walking and jumping animations.

  • Oh, I didn't realize it was this game. The only way I can think of is to move the container away from the player when it collides. It's not perfect though:

    ThePusher_Edited2.capx (r99)

    The pin behaviour might not be the best thing to use for this game as it doesn't really work well with other behaviours. It kind of overrides the other behaviours like solids. Maybe using custom movement or physics to move the boxes would be better, I don't know.

    I'm sorry, but I'm out of ideas on this one. Maybe someone else can come up with a better solution.

  • Oh, I see. Well, the fade behaviour sets the opacity of the object, so you can use "Compare Opacity". If it's equal to 100, the fade in is finished.

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  • Is the instance variable set to "number"? Try setting it to "text" instead.

    Ah, second too late <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Exporting to .exe will be available in the next release (r100).

  • I have a condition "On fade-out finished". Are you sure you haven't overlooked it? By the way, it's a condition not an action.

    Also make sure your fade object's "Destroy" property isn't set to "After fade-out"

  • Okay, first you'll need to save the target object. You can do this by storing the picked object's UID in a variable. Then it's just a matter of rotating the missile towards the picked object. The simplest way would be with the "Rotate towards position" action.

    Here's a .capx to illustrate: HomingMissile.capx (r99)

  • It's pretty easy to do with events, no need for plugins. But you'll have to explain in a bit more detail than that, there are many ways a projectile could be guided.

  • When saving your project, select "Save as single file" to get a .capx. You have attached a .rar file of your project files.

    The .capx is basically just an archive of your project (like .rar), but we can open it directly in C2 without having to extract the archive and cluttering our folders with a bunch of project files.

    Please upload a .capx, and I'll have a look to see if I can help you.

  • Are you using "Every X Seconds"? If so, maybe it would be better to create a timer that decreases by 'dt' every tick. Or maybe you could post a .capx of the problem so we can have a look and see what happens?

  • If you mean cutting out the background of your sprite, you should not worry about affecting performance. Using the "Set opacity" action however, might affect the performance.

    Read this post for all you need to know about performance.

  • thesecretweapon: I'm pretty sure it's already supported with CocoonJS.

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Nimtrix

Member since 30 Dec, 2011

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