randomly's Recent Forum Activity

  • Can you please provide a .capx?

    • Save as -> Single File
    • Upload to your preferred Cloud Drive
    • Share the link with us

    This will help us fixing your issue.

  • There is a physics action Enable/Disable collision.

  • I would suggest starting a timer when the event On Drag & Drop start triggers, with a short duration of your preference. (Call it 'delay' if you want)

    Only trigger the Drag sound when the timer finishes.

    Stop the timer when a double-click has been triggered.

    This will avoid triggering the drag & drop event when there was a double-click X seconds after the On Drag & Drop start event has been triggered. (replace X by your delay)

    Might sound confusing, here is an example .capx that I made for you.

    Hope this helps.

  • By the way, what is the sprite hotspot ?

    A Sprite's hotspot is its origin.

    So when you use Sprite.X or Sprite.Y, C2 has to decide which of all the pixels on the Sprite represent its coordinates.

    That's what the hotspot/origin does.

    For Sprites, you can choose a hotspot everywhere on the Sprite (in the image editor).

    But for dynamic graphics, like Tiled Backgrounds, your selection is restricted and you can only choose from 9 fixed points (in the object properties).

  • With speed and width decreased to very low levels, vertically inverted and with a blue hue, it can be used as underwater caustics as well.

    Gigatron would really appreciate a download link!

  • Danwood since Chris hasn't been online for almost a month now, I'll just provide a link to the version that was in my effects folder:

    Download

  • If the image point system doesn't work (don't know why though), I would simply go with some expressions.

    If the Sprite is a simple bar, you can use the Bar coordinates and a percentage of its length to simulate an image point.

    Let me give you some examples:

    • Image point at 2/3 of the bar's length: X coordinate: Bar.X + Bar.Width * (2/3)
    • Image point at 55% of the bar's length: X coordinate: Bar.X + Bar.Width * 0.55

    (Assuming, the Sprite's hotspot is on its left.

    If it's in the middle, use

    Bar.X - Bar.Length/2 + Bar.Length * 0.55

    for the second example)

    Obviously use the Bar's Y coordinate for the Y coordinate of the simulated Image Point.

    Hope this makes sense to you.

    [EDIT]

    conker23 Here is a sample .capx

  • Here is a sample .capx, hope that helps.

  • You could use the Pin behavior for this, for a grapple, the Bar and Rope modes might be especially useful.

  • If I understand you correctly and you simply want the bullet to inherit the angle of motion and the speed, you can use the Custom Movement expressions of the Player.

    Like so:

    Will look like this:

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  • Construct 2 doesn't have its own "CSS commands", it uses the same CSS as used in modern websites.

    If you are looking for parameters, have a look here.

  • From the Tilemap manual:

    [quote:1gkfv6pc]If you wish to have tiles that are visible but do not register a collision, use two Tilemap objects layered on top of each other.

    You probably read that as well. I am pretty sure that there is no other way of doing it apart from using a new tilemap on top of the other one.

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randomly

Member since 26 Sep, 2016

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