shirokuma's Recent Forum Activity

  • Select the layout tab. In the properties panel there is a Layout properties called Event sheet. You can select a different event sheet there. (You have to make the new event sheet in the Projects window first)

  • Mazdakfx

    One more change. This one adds in your jump animation and makes sure the correct animation is playing at the start of a layout.

  • It works on a 1st Gen iPad using HTML5 Export...

  • With Touch there is a On touched object, so you can set that to the sprite you want to use as a button.

    Take a look at this:

  • Here you go:

    Mazdakfx

    You need to keep the player's Y value as well as his/her/it's velocity in X and Y.

  • Here you go:

  • Well... the concept seems to work.

    I stripped everything out and precisely placed things with numbers and the transitions seem seamless to me. See what you think.

  • So first off I would say you might want to change the:

    PLAYERBOX | On collision with SCROLLY

    to:

    PLAYERBOX | Is overlapping SCROLLY

    I believe that On collision with is only a single event, so you would only get one step out of the lerp expression. The Is overlapping will act like an every tick event as long as you are overlapping the object.

    Next I'm wondering if your statement:

    ...PLAYERBOX platform is moving = | lerp(CanvasToLayer(0...

    is a typo or not. Did you really mean to type:

    ...PLAYERBOX platform is moving = || System | Set Scroll Y to lerp(CanvasToLayer(0...

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  • Sure... There are 2 events.

    With the first event:

    With evilFly | X >= WindowWidth - floor(Self.Width/2)

    I'm saying with evilFly's X value is equal to or greater than the width of the window, less half of the width of the width of evilFly.

    The Self.Width/2 means half of the width of evilFly. I'm using half of evilFly because evilFly's origin is in the center. So by subtracting half the width of evelFly I'm reversing evilFly's direction while evilFly is still completely in the window.

    The floor() is in there so that if there is a remainder when I divide the width of evilFly by 2, any remainder will be dropped.

    So when this event happens I change evilFly's Bullet angle of motion to -180, which sends it to the left. By the way you don't need the "-". If you use just 180 it means the same thing. I accidentally left the "-" in there.

    So with the event:

    evilFly | X <+ round(Self.Width/2)

    I'm basically doing the same thing for the left side. I could have used floor() here instead of round(). In either case evilFly would reverse direction while completely inside the window.

    So when this event happens I change evilFly's Bullet angle of motion to 0, which sends it to the right.

    By the way, I have a Bound to layout Behavior on evilFly. It's not necessary. It's just another one of those things I accidentally left in.

  • I was born in the US, but I'm an anjing kampung. My ancestor's slept with anyone.

  • See if this helps:

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shirokuma

Member since 8 Mar, 2014

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