Asmodean's Recent Forum Activity

  • If you really need that the box randomly tipping left or right you could add randomly 0.1 or -0.1 to the angle when the box is created.

    PlayersObject| OnCreated -> PlayersObject| Set angle to PlayersObject.Angle+choose(-0.1,0.1) degree.

    Now it should randomly fall to left or right.

  • That looks funny. Maybe some kind of bug or glitch. However, if you set the angle of your PlayersObject to other than 45 ist works.

  • I tried something. Maybe there is a better way, but it works

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

    Only two sprites at the same time can overlap, if there are more it doesn't work.

  • Try:

    Global number rot = 0

    Keyboard| On Space pressed -> System| add 180 to rot

    Block| Invert(is clockwise from rot) -> Block| Rotate 1 degrees clockwise

    System| rot >= 360 -> System set rot to 0

    Invert means that you Invert 'is clockwise from'

  • You have also to increase the 'Max fall speed' . The gravity in the Platform-Behavior is only the acceleration. If your leaf has reached the 'Max fall speed' increasing the gravity will do nothing.

    One hint, if you set the gravity negative your leaf will float up. Maybe you can use that for a gust or something like that.

  • le Canapin

    Have you tried it without the pin behavior?

    I see no reason to use that if you set the position every tick.

  • [quote:2fplv57l]Thanks but is the rotation behavior not to overpowered?

    I don't think that it will have an effect of memory or performance. First, that are only a few bytes, second, I hope that developer of Construct knows best to make something like that most efficient.

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  • Google Chrome on Desktop has a 'Device Mode' to test different mobile resolutions. Hit F12 and in the window that comes up click on the second Icon from the left on the top of that window. Now you can choose different device resolutions.

    https://developer.chrome.com/devtools/docs/device-mode

    Hope that will help.

  • I would use the rotate- and the timer-behavior for your circle.

    System| Every 15 seconds -> Sprite| Set Rotate speed to 'fast' degrees per second
                             -> Sprite| Start Timer "SlowDown" for 5.0(Once)
    
    Sprite| On Timer "SlowDown" -> Sprite| Set Rotate speed to 'normal' degrees per second
    [/code:26gcq14q]       
    normal and fast are your values.
  • I don't think that the behaviors are designed for what your are trying to do. If you use the 8-direction behavior and rexrainbow's 'push out solid' behavior you get the same odd result by pushing things. I would suggest you use the physic-behavior or try it without behaviors, but that could get messy if you want more than only push one of your boxes. I made a little example, but I give up to stop movement of the blue and the red boxes if they collide. So you can only push the yellow and the other still overlap.

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

  • phantomunboxing

    Your problem is this line:

    CloneTrooperHealth=0 -> System Go to go to level

    and the other lines where you compare if the enemy has health zero.

    The Variable you set to 0 at the end of the fight is still zero if you switch back to your level-menu and the event sheet is one big loop. So every time it compares the health variable and it is set to zero it switches immediately back to you level menu. So the click in the menu works but it switches so fast back to the menu you doesn't see anything of the other layout. You have either set the health to another value then zero after beaten the enemy or have a variable set when a level is beaten and compare against this variable.

  • phantomunboxing

    A really wild guess, have you linked the layout with the two not working button to your event sheet?

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Asmodean

Member since 31 Jul, 2015

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