7Soul's Forum Posts

  • This is because you can move your finger faster than the game has time to realize. The proper way to do drag-and-drop is to set a boolean for the object once you touch it, and set it off once you take the finger off the screen.

    Example:

    Create a boolean variable for the object called "Dragging"

    Touch object (once) -> set Dragging true

    X Touching (screen) -> set Dragging false

    Object is Dragging -> Object Set X,Y to Touch.X,Y

  • Does this happen when you preview the game from Construct or is it just when you play on your website?

  • You could have a variable that gets set when you spawn the boss, and then compare that variable in the event that moves the background

  • How are you scrolling the background? Is it on a layer with parallax?

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  • The problem is that your background ended, is still scrolling and the background of the layer is transparent. So the game has nothing to draw there so it just repeats the last pixel available

  • Or use max()

    [quote:t4aze1ii]

    On click -> Set variable to max(variable - 1, 0)

    max() sets a lower limit, so it will always return the higher value of the two

  • Maybe you have repeated frames, or you changed the timing on the first frame. If that's not the case we're gonna need more info to help

  • On the top of the screen click View and check Tilemap Bar and you'll get your answer

  • Single file? You mean having all your events in a single sheet? No, makes no difference in performance

  • Maybe this could be of some help, in this video one of the main animators for Skull Girls talk about their animations and how you can do really good animation without needing many frames:

  • ^ but in case you don't want to do that (it's a good practice, but not a must in 100% of the cases) you can right-click your image (with the Collision Box mode on) and select Apply to all animations

  • This used to be possible on a previous version, but it was removed because it only caused problems, so there's no way to do it

  • > Ok so I'm working on my bullet hell shooter and currently doing level 1 but having issues with a few things. One of which is bullet hell patterns. This is what I have so far. Does anyone know why it's not working?

    >

    > comicgemproductions.files.wordpress.com/2016/02/wp-1454513154702.jpg

    >

    > comicgemproductions.files.wordpress.com/2016/02/wp-1454513172395.jpg

    >

    as for the trigger once and repeat 10 times not quit sure that works together like that.

    try

    Event : trigger once

    Sub event : Repeat 10 times : (Then actions)

    Makes no difference

    Condition A
    Condition B[/code:2ndiar17]
    
    Is the same as 
    
    [code:2ndiar17]
    Condition A
        Condition B[/code:2ndiar17]
    
    In any of the cases Condition B is only checked if Condition A is true
  • I made some edits on Olgoth's capx: https://dl.dropboxusercontent.com/u/395 ... unce2.capx

    • no longer needs the detection sprite
    • enemy isn't solid
  • To access Player.Platform.VectorX you use the system event "compare two values", as such:

    Player.Direction is an instance variable you should add to the player object (my bad, I forgot to mention that)