LittleStain's Recent Forum Activity

  • On right arrow pressed

    or

    touch on touched ArrowRight

    (subevent)

    Sprite1 Animation frame = 26

    Sprite 1 is playing "LTR"

    System shaker = 0

    (action)

    sprite 1 set animation "Goop"

  • ehhhm..

    Wouldn't this be as simple as:

    system compare two values Timer+Score > Highscore

    System set Highscore : Timer+Score

  • Seems to me you should use a seperate sprite pinned to the dino and have it have the turret behaviour..

    You want the turret to rotate to be able to aim at the player, but the dino not to..

    Right now it's like you have a cannon on top of a tower and instead of rotating the cannon you rotate the tower..

  • what would be easier is one evemt saying if this sprite is touched replicate the arrow key touched

    Well that would be the case if you used the function object, right?

    on arrow key touched - call function

    on sprite touched - call function

    But I'm not sure why you'd want to replicate when all can be done in the same event with an "or"

    Usually all other conditions which would prevent the "or" could be placed as sub-events, but yours might be a special case..

    If you could share the event the way it is now, it would be much easier to explain..

  • In what way does this question differ from the one in your other topic?

  • What could be easier than making an "or" block?

  • Could be the fix you want, if I understand the problem correctly..

    You could also have all the events/actions concerning the scaling/pinning/movement etcetera of the player in a seperate event sheet and include it in the event sheet of every layout to have the events do it instead..

    But offcourse I could be way off on what the issue is..

  • Why not put all the actions in a function and call the function depending on either keyboard or touch?

    You might even be able to do it with a simple "or" block, dependng on how you have your events set up..

    on left arrow touched

    or

    keyboard on left arrow key pressed

  • Have you tried making the player/playerbox-object global?

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  • Does this solve your problem?

    https://dl.dropboxusercontent.com/u/485 ... oved1.capx

  • Using the timer behaviour would work..

    Sprite1 on collision with sprite2

    start timer for 3 seconds

    sprite1 is not overlapping sprite2

    stop timer

    on timer

    restart layout

  • Seems you are creating three different joints at the same position AND pinning the head..

    Why 3 different joints and why use the pin behaviour at all?

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LittleStain

Member since 26 Apr, 2011

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