99Instances2Go's Recent Forum Activity

  • So, or rotate the sprite in the image editor 90 degrees clock wards. And account for that in your other events.

    Or, set its angle to angle(sprite.X,Sprite.Y,mouse.X,mouse.Y) + 90 ... (every tick)

  • There is an old plugin. Dont know if it still works.

    There is a simple example, without plugin.

  • System has a 'signal' action & condition.

    It is usefull. But not in the way that you expect.

    The 'draw system' needs room and time to do its thing. You dont see it in your events, yet it is there in way that you can not overlook it. It usely draws the screen at the end of the event.

    So, when you change a sprite, and you expect to see it changing, you can not cage the changes in a loop. You need to pass the end of the event sheet, to let it draw, and start from top again. That = 1 tick.

  • Zebbi , this still needs some tuning, but the basics are there.

    Is this what you want to do?

    Yes, i know, it is just a workarround for probaly only the this specific capx. Still hope it brings you to somewhere else then a status quo.

    https://drive.google.com/open?id=0B1SSu ... 3RYeTdfZUk

    Ashley, if you would like to take a look, mayby this shows you the purpose of what is asked. On the other hand i understand that is the same question as 'Can we plz have private obstacle maps?'. Wich i doubt is possible.

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  • You made a neverending 'on create' loop.

    When you have a bunch of objects in the layout, they count as 'just created' when running that layout.

    So, the 'on create' events you made, they create a new object for each object in the layout, and then kicks in again on those newly created ones. Result: a neverending loop.

    Solution: Destroy them in the 'on start of layout'

    And use containers to pair sprites with theire helper sprites.

  • An example based on states and timers.

    https://drive.google.com/open?id=0B1SSu ... Hd2OUlmcEE

    This is assuming that there can be many sprites dooing the sequence at the same time. So, every variable and timer is private. Including the 'state', what a 'state' is meant for anywayz. A 'state' is a private thing, any sprite can be in a 'state'.

    Mind the scale thing. It is a difficult thing to work with. It has no expressions. And the scale of a sprite = original size * scale. (NOT current size).

    Timers are allready dt corrected.

    Basecaly this handles 3 things.

    1 / do something based on a 'state'. (as you asked)

    3 / change variables from a start value to an end value in a given time

    4 / change the 'state' based on time

  • ""& str(Player_Weapon_TOTAL)

    Dunno why the ""& ?

  • In the Official Z order method (without a plugin).

    Loop trough all objects, set an instance variable to there y.

    Use that instance variable in the System > Z order.

    With plugin.

    Try this. http://c2rexplugins.weebly.com/rex_zsorter.html

    It works flawless.

  • How many animations are you starting in what way on wich conditions?

  • nvm

  • condition: Key is down

    condition: Trigger once while true

    action: set animation "animation",from the beginning

  • I work with kinda 1 Giga / minute.

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99Instances2Go

Member since 12 Feb, 2016

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