R0J0hound's Forum Posts

  • I'm not clear what the issue is. In the initial capx you wanted to create multiple sprites and have each one have a different frame. The solutions you got so far seem to correct that.

    Your Larger capx just creates four different sprites. I can't tell from your descriptions how you want it to want it to work. and in what way the result not correct.

  • There's a variety of ways other programs do it. To most "native" means an exe is produced and the game doesn't run with an interpreted language like javascript. Or in other word the runtime is made in a compiled language.

    Construct classic had a runtime and plugins made from compiled c++ as an exe and dlls. When exporting all game resources were then just put into the exe.

    Gamemaker does something similar as far as I recall. At one point before they added encryption they just put all the game scripts as is inside the exported exe, and the exe would read and run it. It probably does the same now.

    Gdevelop looks to have the option of generating c++ code from the game project and some compiler is used. They may use resource packing as above because a compiler doesn't seem to be required.

    zGameEditor looks to implement it's own compiler that generates an exe directly.

    Godot uses precompiled runtimes that resources are packed into as well.

    Unity may either just pack resources or utilized a c# compiler to generate the exe.

  • link updated

  • marceloborghi

    It works here.

  • ome6a1717

    Put int() around all the values. Numbers with decimals will make it not work.

    ChesVCF

    There should be an action to set the canvas' resolution. That won't resize the image though. For that load the image in a sprite or something, make the sprite size 32x32 and paste it to a canvas of size 32x32.

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  • Here's the example on how to draw an distorted quad with the paster object:

  • jobel

    There's a dropdown to select between rect and polar. Select polar and set the angle to shooter.angle and dist to 500.

    For the bouncing adjust the friction. High friction absorbs perpendicular motion on a bounce.

  • link fixed

  • How?

    You add a tilemap object just like you add a Sprite. Then with the tilemap toolbar you can place tiles on the tilemap. Finally to make it an obsticle you add the solid behavior to it.

    That's how I work with it. If that doesn't cover what you want to do, please be more specific.

  • Fiddle with 99's other ideas then.

    The most manual way would be to add additional variables that have the original position and variable values in them. Then to reset you set set the positions and variables from that.

  • Actually it looks like you have the sprite's origin centered. It needs to be on the left.

  • You could do this. Put all the names in an array. Then loop over the array and use the find expression to see if the input can be found for each item. If any do add it to the displayed list of items.

    https://www.dropbox.com/s/ufapkdonl2aiy ... .capx?dl=1

  • If it's not created there perhaps it's moved there elsewhere in events?

    Actually thinking about it. this action here:

    [quote:2401q0et] 'Create object' on layer3 at (enemy.X, enemy.Y)

    can create at 0,0 if there are no enemy instances to get a value from.

  • You could do this:

    global number placed=0

    spriteA: on drop

    spriteB: var = 1

    spriteA: is overlapping SpriteB

    SpriteB: pick closest to (spriteA.x, spriteA.y)

    --- spriteA: set position to spriteB

    --- spriteB: set var to 0

    --- add 1 to placed

    --- spriteA: disable dragndrop

    placed = spriteA.count

    --- wait 1 second

    --- restart layout