LittleStain's Recent Forum Activity

  • Well, after a lot of tweaking to your latest suggestion LittleStain I finally got it to work!! Thank you!!

    And I olso realized what the problem was. It seems C2 is an idiot, what did you do Ashley , get him drunk? No, but seriously, it seems C2 does not know what = means....

    It doesn't matter what value I get C2 to check on in the third event 4, 3, 2, 1(YESS even 1 which we actually previously set it to in event nr.2!!!...) as long as I use =(equal to) C2 doesn't figure it out. However if I use >(greater than) well then it works....

    Extremely stupid in my opinion(guess now I have to go over all of my games and see if I used = anywhere else...) but at least I'm glad I got it to work. Thanks again Stain.

    And don't worry MadSpy , like Stain said, we're all here to learn. I don't think anyone here knows C2 inside out and 100% never needs any help.

    = (equal to) does work on my computer in the example from which I took the event-screenshot..

  • Using the search function for trail you can find a lot of topics about this..

    usually it would consist of spawning objects by the player object at certain time-intervals or distances..

    If you are using a tilemap object you might want to just remove or change tiles on overlap..

  • You mean using the file chooser object?

  • If the overlapping happens the darker patches will happen..

    2*25% opacity = 50% opacity

    depending on how your movement is set up and what sprite you want to use for the trail, some adjustments can be made, They would probably consist of either preventing the overlap or using a tiled background or putting the sprites on a different layer and adjusting the opacity of that layer..

    Could you share your capx and/or explain the freedom of movement of your sprite and the expected trail?

  • (as usual)

    Haha..

    "As usual" is a bit of an exaggeration, I still learn on here every day, but thanks..

  • Could you explain in what way this is different from the jumper template?

  • Like this works for me:

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  • I guess making the TimerVariable=0 a subevent with the actions start timer and set TimerVariable to 1

    and adding an else add 1 to TimerVariable would solve it..

    Hahaha, I'm not really awake..

    Problem is you set the timer on an object and destroy it right after that..

    Destroying the object makes it so no actions can be applied and as such the timer is destroyed too..

    Which ensures ther can be no on timer action..

    Putting the timer on another object will take care of this..

  • lennaert forgot something..

    It was almost correct..

    Object set position

    X: VieportLeft("UI")+(ViewportRight("UI") - ViewportLeft("UI")) / 2

    Y: ViewportTop("UI")+(ViewportBottom("UI") - ViewportTop("UI")) / 2

  • > You mean like in this topic?

    >

    >

    >

    That helped a little, couldnt download the .capx but i made my player have physics and the floor has physics but he just falls through it. Even when both are set to immovable.

    Thanks for your help

    The capx in the last post is what you are looking for, it works without physics and is much better..

  • I guess you've read this:

    Set playback time

    Set the video playback time to a specific time in seconds (i.e. seek to the given time). Due to the way video encoding technologies work, the video may only be able to seek close to but not exactly on the specified time.

    My guess would be setting it to 7.45 seconds should work also, just like you can set "every x seconds" to 0.2

    I haven't tried though..

  • You could add a trigger once while true condition to your event..

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LittleStain

Member since 26 Apr, 2011

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