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  • You can use the official Rotate behavior, but you will need to stop it when the sprite reaches the target angle.

    It's much easier to use this addon:

    c2rexplugins.weebly.com/rex_rotateto.html

    You can also rotate the sprite with events, for example "On every tick set angle to anglelerp(sprite.angle, targetAngle, dt)"

  • Oh, man, you mean when you don't kill the enemy and it disappears below the bottom of the screen - then you want to subtract 1 point? I'm sorry, I misunderstood your, that "Enemy.Y<0" condition confused me.

    Do this:

  • It does work, you just need to update the text on the screen (set text to "Punti="&Punti), you currently doing this only once on start of the layout.

    Also, you don't need event #7 anymore

  • How do you currently subtract 1 point? Do the same but in event #5 :)

  • Then disable "Set angle" in bullet properties and in event #74 change bullet angle of motion, not the angle of the sprite.

  • There is a new object "Drawing canvas" in new C3 runtime, it basically works the same way as Paster/Canvas addon in C2.

  • I would use a mask. Create a new layer, set Force own texture=yes in layer properties. Put black rectangular sprites around the drawing area, set Destination Out blend mode for them. Spawn the line on this layer and move it to the bottom of the layer (masking sprites should be above the line).

    The mask will only hide parts of the line which are outside the drawing area and will not affect other layers.

    There is a "Blend modes" template in Construct 2, you can check it out.

  • You can do the same with bullet. Use "Is between angles" condition, for example:

    Sprite.Bullet.Angle of motion is between -45 and 45 degrees: set animation frame 0

    Sprite.Bullet.Angle of motion is between 45 and 135 degrees: set animation frame 1

    etc.

  • Wow, this is a crazy number of animations! Are you saying you need 13 copies of them for different armors/weapons? I strongly suggest considering some other options. Have you seen the Spriter plugin?

    .

    Another good solution would be using different sprites for the character - HeroMaleNoArmor, HeroMaleLeatherArmor, HeroFemaleNoArmor etc. All these sprites will contain the same set of animations ("walk", "run", "idle"..), but obviously different images.

    The main Hero object controlled by the player can be a simple invisible rectangular sprite. All those multiple sprites will essentially be like skins pinned to the Hero sprite. When player picks up a new armor, you replace the skin sprite.

    This approach will help to significantly reduce the number of animations and make everything much easier.

  • Like in this template? (see video from 0:22)

    scirra.com/store/royalty-free-game-templates/epic-platformer-3118

    .

    I'm guessing when character is overlapping the ledge and the "grab" key is pressed, you disable Platform behavior. While on the ledge, move the character left or right using events. Then when Up or Down key is pressed, re-enable Platform behavior.

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  • What exactly your question is about? How to keep sprites inside the tiled background? You can use BBox* expressions, for example:

    Create Sprite at random(tiledbackground.BBoxLeft, tiledbackground.BBoxRight),
     random(tiledbackground.BBoxTop, tiledbackground.BBoxBottom)
    Sprite set animation frame to int(random(Sprite.AnimationFrameCount))
    

    But if you are trying to make a grid map, I suggest using TileMap object instead.

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dop2000

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