winstreak's Forum Posts

  • I just put everything off screen and then find a way to destroy them on start of layout to keep the number of sprites to a minimum.

    -Objects with Moveto or Bullet I usually just throw above the screen - On start of layout Object Y < 0 destroy

    -Most of my Texts fade out and destroy so those clean themselves

  • I use 2 different ways:

    Lionz answer is the first route - it works great as long as there is enough room for the objects to spawn and find a place without having to retry over and over. Your 11 targets would take up quite a lot of the overall screen space meaning you would potentially experience issues finding a place for the last few targets every now and then.

    route 2 - Preplace sprites set to invisible everywhere on the screen you would be okay with a target appearing (AKA spaced so they won't overlap). Give each of these sprites a boolean to track 'tracker' if you used it - starting value: false.

    For each sprite & tracker = false & Pick Random sprite - Create Target sprite.x,sprite.y and set tracker to True.

  • Give me a c3p file with your game and I will figure your bug out for you and tell you what to change and why.

    My Discord:

    discord.gg/BWeGnTUT

    If suggest sending it in a DM so less people have access to it, since it is your project.

  • Construct will automatically return the true value AKA 13.5451. If you are receiving only integers then you will need to rework your equation to be more complex

  • Give each button a Boolean set to false.

    On click if boolean is set to false create the dialog and set to true

  • You can manipulate values with math functions such as int() or clamp()

    int( 'your number' ) will round down in construct

    ie: int(13.5451) gives you 13

    round( 'your number' ) will round to nearest

    ie: int(13.5451) gives you 14

    clamp( 'your number ' , 'min number ' , ' max number ') will stop your number from passing the bounds designated

    ie: clamp(13.5451, 0, 10) gives you 10 (Can't be lower than 0 or higher than 10

  • You are setting your bullets angle over and over again every tick. You should just set them with an on bullet created - set angle

  • I haven't figured out a way to set the color back to normal after using set color.

    You can use replace color effect instead of set color. This allows you to find specific colors on specific Object Sprites and change just those colors and then change them back.

    Mark the RGB values you have in your effect properties, then using the event sheet set your parameter 1 (replace) value to the color you want.

    Enable it when you want to change colors - disable when you want to go back.

    If you want more information this video goes over Replace Color

    youtube.com/watch

  • If you are setting one sprite to anothers .x and .y and they arent lining up visually I would guess, it's one of 2 things.

    Origin: This is a X,Y coordinate that is the home to your sprite. Some times manipulating a Sprites size will leave you with an Origin that is not where you expected it to be. You should check both your Sprite and Mask to verify they have the same size Sprite with the same Origin.

    Layers: Parallax or Scaling (And probably other properties) can have X,Y on 1 layer not match up with the X,Y of another layer.

  • can you set the angle towards another object?

    angle(obj1.x,obj1.y,obj2.x,obj2.y)

  • Here is an example of how you would only select a top instance of 2 instances of the same object.

    If you have the purchased version you can apply this to Families to allow different objects to be compared.

    If you dont have the purchased version you will have to build your own system to check which is on top. Here's the first idea I had, probably not the best option. Set a value to each object based on their ZLevel and Layer.

    If you click on more than 1 Object at a time figure out the higher of the objects and destroy that 1.

    If you click on only 1 object you will need a different event to destroy just the single.

  • > Is it a small object that you resized to be bigger? If yes - then open the Animation Editor and remove the 1 pixel-wide transparent border around the object

    but yeah it is a small object that i made bigger, but there is no transparent border.

    I miss understood your problem... I think simple games is on the right track.

    Control click here to remove the single pixel of padding - Which will be stretched if your drag resize your image.

    I also believe smooth with try to make an image look as close as possible by blending pixels. Blending pixels with transparent can give you a semi see through look

  • We will need to see more of your code to help you out with this one ^^

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  • Add Sprite is overlapping with left wall

    then right click

    'Invert'

  • Sounds like you have a fade Behavior set to that Object.

    Could also be done with setting the Opacity in real time.