oosyrag's Recent Forum Activity

  • Here is an example to get you started. https://www.dropbox.com/s/0ru37dkgyhqvi ... .capx?dl=0

    It will take some rather advanced artistic skill to make it actually look like water though.

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  • It works exactly as described and expected. You should post a capx.

    Sprite 0 moves downwards ever tick until it passes 786, then gets destroyed. Then myvariable increments every tick, and will run the last action every tick after it gets past 50. So what is in your last event in the [do something] part?

  • I have no idea what you want it to look like.

    Generally if you want it to look good, as in traditional animation, the entire swing should be drawn out frame by frame and collision boxes applied per frame as an animation, rather than moving and rotating a static sprite.

  • The exact way to achieve what you asked is to store the mouse x/y values in a variable every tick, and compare the current location of the mouse vs the stored value as a condition before updating the variables with the new values.

    This won't be much different than every tick though.

    A more efficient method would be to have an update event run with the mouse button is down and every x seconds conditions.

  • https://www.dropbox.com/s/zqa1oylpr0hxw ... .capx?dl=0

    A rough draft. You'll have a lot of tweaking to do with the angle of motion to get it to how you like. You may want to try using an imagepoint on the sword rather than the player origin to base your angle off of. Also the speed and acceleration (deceleration in this case) can be tweaked as well to get the type of motion you want. A more complicated formula will get you the rapid decay or "eased out" motion as used in Zelda.

    Tebbo - Angle=Angle+180 would be inverted angle, variable=constant-variable gives you invertable values. Unless you had something else in mind for inverse()?

  • You may be overthinking it - try this https://www.dropbox.com/s/urj0lhkonwuix ... .capx?dl=0

    Cooldown system can be added separately, but in the example the sword sprite simply cannot be spawned if one already exists.

  • It works fine if you change it to On touched Sprite.

    Your project has a few other problems though:

    Your hammer position is set to touch.x, touch.y, which is always the first touch's position. You'll want that to be Touch.XAt(Touch.TouchCount-1) and Touch.YAt(Touch.TouchCount-1) to set it to the position of the LAST touched position.

    Also you are using Trigger once improperly. It should not be in a subevent. This can cause your event to break in certain cases, where the health can keep going below 0 and the sprite can never get destroyed again as the event will never run again.

  • loopindex*4

    instead of loopindex...

  • I'm not familiar with this topic myself, but Spriter may have the functionality you need.

    https://brashmonkey.com/

  • Access to your javascript file is denied. This is a web host/server setting. Is javascript enabled on your host?

    https://www.scirra.com/manual/168/mime-types

  • Simple, don't use the "tap" guessture, and instead use "is touching object" or "on touched object" instead.

  • Depending on your data structure, the dictionary object may be worth looking in to as well. You would have an instance of a dictionary for each set of words, and you would be able to use the "For Each Key" and "Has key" conditions to check for matches.

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oosyrag

Member since 20 Feb, 2013

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