oosyrag's Forum Posts

  • Almost there! You've already captured the original X and Y. You need to compare that to where your finger ends up with the Angle() expression to get the angle.

    On Touch End

    Sprite - Set Angle to Angle(Sprite.InitialX, Sprite.InitialY, Touch.X, Touch.Y)

  • A capx would help, it is hard to visualize your situation.

  • Basically it is the same as you did with the first two actions. Try leaving the speed action there and disabling the wait action and see what happens.

  • I can't confirm this will solve your issue, but I have a suspicion the large dimensions of the image may cause bugs with certain hardware. If breaking up your image into 3 or 4 pieces is an option, I would try that to see if your problem goes away.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Are you familiar with functions? Use a function for your action, and have two events call the same function.

    -------------+ ----------------------+
    A is True    | Call Function
    [ul]
    	[li]Or -       |[/li]
    [/ul]B is True    |
    [ul]
    	[li]Or -       |[/li]
    [/ul]C is True    |
    -------------+
    
    -------------+ ----------------------+
    D is True    | Call Function
    E is True    |
    -------------+
    
    -------------+ ----------------------+
    On Function  | Actions ect...
    [/code:2ykf7st7]
  • Here's a quick capx with the movingangle working as expected.

    https://www.dropbox.com/s/haxr1kxufixvn ... .capx?dl=0

    See if that works for you?

    It might be the wait that is breaking yours, not the speed.

  • How large is your picture?

  • I use subevents to simulate and/or.

  • Try this - https://www.scirra.com/tutorials/318/ho ... ng-screens

    Although... doesn't C2 already have a loading bar by default? Or maybe that was an older version

  • I would use two sprites, one for the enemy, one for the eye.

    You can pin the eye sprite to the enemy sprite so that they move together.

    The eye sprite should be slightly off center from its origin point.

    Every tick, set the angle of the eye sprite towards the player. You can get this angle by using the expression angle(eye.x,eye.y,player.x,player.y)

  • It should work. Try disabling the speed, wait, and disabled actions to test again?

  • Both examples don't have much impact on my cpu. I would recommend sticking with the LOS behavior. It runs smoothly on my phone as well.

  • Yes it is possible.

    One way is to keep adding to a variable as you hold a key, and on key release use that variable as an expression to decide what type of shot to create.

  • Try moving your pause action to the top of the event list.

    If you post your capx it would be easier to help troubleshoot.

    Triggers should have no duration, the triggered event will start and finish in the same frame that it gets triggered.

  • Sorry, not available for personal consulting, and ideas should come from yourself. If you need help with specific mechanics you can always ask on these forums. A suggestion would be to make an effort to post with better spelling and grammar. People will be much more inclined to help if they can understand what you are asking without making too much of an effort to decipher your posts.