Nimtrix's Recent Forum Activity

  • You can, right click "Origin" in the image point list and select "Apply to whole animation".

    Edit: Oh, and the keyboard shortcut is holding shift while changing the image point.

  • Wicstar

    You need to open the .caproj file. If you've only saved your project as a .capx you can open the .capx with WinRAR (or something similar) and edit the .caproj file inside.

  • Joannesalfa

    If you install the stable release again after the beta, the .capx files will be opened in the stable release by default. I usually do this if I need to keep using the stable release because of bugs and such.

  • After the animation runs once, it just stops on the last frame. If you want to play it again, you'll need to reset your animation to 'Standing'.

    So you could for example add a "On animation 'Jumping' finished" event where you set the animation to 'Standing'.

  • It's no bother, it just sounds a bit strange and I thought I might be a bug. If it is, you should report it in the bugs forum so it can be fixed.

    (PS: Make sure you have a look the "how to report bugs" thread first if you do)

  • The example works fine for me, did you try downloading the file again? Or maybe you need the latest beta release? (r98)

    Or, if you could tell us more about the error you're getting, someone might be able to help. "File is missing or something like that" doesn't really help.

  • Great news! This and 360 implementing IE9 (Aye.. It's IE9.. But what else where they going to use?) could mean very interesting times for C2 game dev.

    E Bear:

    Well, they could make a proper browser, then release it on 360. <img src="smileys/smiley36.gif" border="0" align="middle" /> Just a suggestion.

    This is great news though, I didn't really consider the possibility of C2 games on Steam when I read about Greenlight earlier.

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  • Oh, haha, sorry I misunderstood. I see what you mean now, you could for example use the fade behaviour, like so:

    ParticleParentFade.capx (r98)

  • Did you check out the example .capx in my previous post?

  • Add an instance variable to your particle object. When the particle is created, save the missile's UID in that variable. Then, when you destroy the missile, destroy the particle with the corresponding UID saved in it's variable.

    Quick .capx:

    ParticleParent.capx (r98)

  • Here's a quick and easy way to do fire cooldowns:

    CooldownMAX.capx (r98)

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Nimtrix

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