NN81's Recent Forum Activity

  • I'm very new to Construct, and this is my first post. I have researched this question a lot, and I'm 100% stuck. I want my sprite to flip, right to left and left to right, so that the front of the sprite is always facing the mouse...just left and right, not up and down. I found this expression (If Mouse.X < Player.x Then Mirror), which I understand in code, but I cannot figure out how to input this into Construct 3. I have tried a system event, a mouse event, and an event on the sprite, but cannot make it work. I did successfully set the angle of the sprite to the mouse position, but the sprite rotates instead of flipping. Thanks for any help.

    hi, first of all you have to add the Mouse plugin in the project otherwise "Mouse" options don's shown..

    then make a new condition from your Player options look at "CompareX" and then on the field "0" type "Mouse.X" then enter

    in action add whatever you want, mirror ecc

  • im not sure if i understood your problem, but you can use family to group enemys, trigger once conditions and when enemy is dead destroy object glow

  • If you need to wait between repeats in a loop, use "Wait loopindex". For example:

    great thank you very much

  • NN81 , thanks for sharing!

  • NN81

    [quote:1i8douy2]your code too work fine just change the Sprite's Deafault animation frame size to same as frames sizes of Animation2.

    That's not really convenient for me as I have one object as a placeholder to hold many different animation and frames all different sizes example you cannot put a Tree the same size as the Rock will lose the quality and look weird this is just one example.

    To be honest I could do this in different ways to get it to work here is one

    https://www.dropbox.com/s/p44jh0y07tzvx1k/Animation%20Bug2.capx?dl=0

    yeah, lot of warkaround, but tecnically you're right, this is a kind of bug, maybe better if you open a specific thread on bug section

    But I'm not really happy with that hack, and that doesn't explain why the trigger doesn't work, I still think is a bug unless I miss some other info that I don't yet

    Thank you

  • Yes, I already read that. There is no performance problem. The problem is that app is draining a lot of battery.

    yes, but app drain battery due to your project cpu/gpu requirements. have you analyzed performances on debug mode?

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  • ohhhhhhhh you need smooth rotation, sorry

    can try something like this

    EDIT if you want it more fluid movement you can use every 0.011111111111111111 instead of 0.0222222222222222222222222 and on action rotate of 0.5° isntead of 1°

  • I have used NWjs as my viewport for run/testing Construct 2 files. I just upgraded to the latest release of Contruct2 and the latest version of NWjs but when running the layout, get the following error:

    https://drive.google.com/open?id=1qEBhk ... Z6OaJW4IKs

    Is anyone else having this issue? If so how did you resolve it.

    Thanks in advance,

    Michael

    hi, are you using any addon plugin?

  • How rotate block ? (no rotate behaviors)

    very easy to do

  • I tried to build the following simple android app using Construct 3 and it is draining too much battery. The app consists of the following:

    4 sprites that used as boundaries of the layout, with property solid

    4 sprites with bullet behavior and bounce on solid

    I did not add any event. So essentially you will see the bullet bouncing back and forth.

    I let the app run for 3 minutes and it is using almost 7 minutes of CPU total. Is there anything I can do to reduce the power consumption? Thanks

    hi, have you already read this?

    https://www.scirra.com/manual/134/performance-tips

  • Hi NN81

    Thank you, the only problem I was looking more to do it With triggers as they are Many instances of the same object and to avoid keep looping through each instance every thick just to correct the size I would like to find a solution with triggers if it exists.

    I'm more interested in the reason behind why is not working as it should trigger after the animation finishes it make sense for me but I cant understand why doesn't work

    Thanks for your help anyway

    your code too work fine just change the Sprite's Deafault animation frame size to same as frames sizes of Animation2.

  • Okay here is the capx

    https://files.fm/u/g28b8f9b

    Start the game and just wait and listen for like 1 minute. After a few seconds the sounds start cutting off or don't play at all.

    just move all your audio files into Sound folder.

    the problem in music folder is due to buffer stream.

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NN81

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