Pakost's Recent Forum Activity

  • I'm interested in this as well

    anyone any ideas?

  • Well, this works if you don't use Anchor

    If you do use it you cant move the sprite.

    I think the anchor behavior should be tweaked

  • If you share the capx I'll try to help

    Just save it as single file

  • Well that's the right thing to do

    You can make it when player is hit to subtract 1 from health

    and as you posted when health is=0 or <1 or whatever, then destroy

  • Well it cant work that way

    You have 3 different sprites and you pick random instance from the first sprite

    Best way in my opinion is to make the button to be only 1 sprite with 3 different frames

    Place the 3 instances of that sprite and make them to be the 3 different frames

    And then you can do like this:

    If Sprite is on frame : random(0,2) then make invisible

    Hope it works

  • Yup my bad

    It works with frames but don't seems to work with animations

    Anyways here is the solution... its kinda clumsy but still works

    dl.dropbox.com/u/19082408/123.capx

    I have started it you should finish the rest

  • You need that expression

    random(0,2)

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  • When you create a sprite, it creates the sprites it contains

    So the weapon or whatever will be created along with the character

  • I think what u need is Z order plugin

    It is available even to the free edition i think

    It makes all the sprites in the current layer to arrange along Z based on the X and Y coordinates

    So when the origin of a sprite is at position Y-100 for example, all sprites that are Y<100 will be placed behind that sprite and all that are Y>100 will go over it

    Hope it helps

  • Ill try to explain this

    You have conditions and you have actions

    It works like: If (condition), then (action)

    In your case i would do the following

    Attach an empty sprite to the position of the character

    Set action that Sets angle toward Mouse.X/Mouse.Y

    Now you have the emty sprite rotating toward the mouse

    If the 8 directions of the character are 8 different animations, then set the following event:

    IF: System, Every tick /THEN: "Character sprite" Set Animation

    and in Animation tipe "round(EmtySprite.Angle/45)"

    that makes the angle from 0 to 44 = 0, 45 to 89 = 1, 90 to 134 = 2 and so on.

    So now when the angle is within 0 - 44 you get 0, which is animation 0

    Hope you understand it

    BTW i dont know if thats the best way but i'm just trying to help.

    Cheers

  • Most likely you adress all the balls

    You should make the action like this

    If "bullet" overlaps "Balloon"

    then destroy balloon and spawn 2 new balloons

    if that is one action, then it will take only the balloon that is hit, not the others.

    Not sure but hope it answers your issue

    cheers

  • Well doesn't sound so messy to me

    The 2 small balloons should be 2 instances of the same sprite, so they can act independent.

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Pakost

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