lionz's Forum Posts

  • One shot means it will play the particle anim once then you won't see anything after that.

    Is there another issue you are having here besides the ability to pin to player position? (note: the info above will do this).

  • Yeah I don't think they pin (unless you change particle settings to something I'm unaware of). What you're seeing is probably the particles in their original position not moving, right? If you use the info I provided above, the particles will follow the player. As for the health bar, this sounds like a separate issue.

  • R0J0hound

    are you sure that works? I've seen this issue come up before where particles don't actually pin. I remember having to simulate it with position. Not a huge problem though I guess.

  • jamiek

    I don't know how exactly you've set up the damage and how long you want to be hit for and for the particle to be displayed etc but you can use :

    Every tick > set particle position to Player.X, Player.Y.

    This would set it to player position constantly (give the effect of pinning) until destroyed.

    A possible destroy event might be after the particle hit effects have shown for a few seconds then you can say:

    On particle created > wait 3 seconds > destroy.

    It will obviously require some tweaking if you want to stop particle effects during certain scenarios. It all depends on what exactly what you want but it will all be possible in C2

  • On collision with enemy > set Particle position to Player.X, Player.Y.

  • You've set left/right pressed > rolling=0 but you can't press left/right because you've disabled player input so it just continues to roll until it collides with something.

    This just needs a lot of tidying up imo, in the way that there are a lot of events enabling and disabling this platform behaviour and sometimes disabling player movement and acceleration. Can you not put this into one line somewhere, when 'rolling', disable platform input?

    You could also group the player movements even further and have separate groups for rolling, walk, run, and any future player stuff so you can easily determine where something breaks.

  • Here's a simple example: https://dl.dropboxusercontent.com/u/495 ... ntime.capx

    Pick a random number (0, 1, 2, 3 or 4) every 0.5 seconds. When 4 is picked, spawn the enemy.

  • Create each piece of pie as a separate frame of one animation and cycle between frames.

  • This looks fine. He stops picking up items when the inventory is full, intended?

  • Invert the colours.

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  • Yep as said above the origin point needs moving. The laser beam sets its central point to image point 1.

  • The issue could be something to do with itunes but I'm not familiar with linking that in, maybe it doesn't work correctly?

  • I don't think so. I use Destroy so that when the particle is destroyed, I create the new one at its location. This works efficiently and smoothly, gives the impression that the image is changing.

  • Ah right, perhaps Construct 2 does a lot of it for you then. I know Apple don't like it if they can't see the store straight away with all the products that were submitted readily available for purchase. How early in the game do you use request store to get the listings? Sometimes they make errors, you could try resubmitting it if there's no obvious problem.

  • Hmm your original idea sounds OK for this then, probably just requires some debugging? Provide a cut down .capx with the trigger sprite mechanic and someone can take a look and maybe provide a fix.