LittleStain's Recent Forum Activity

  • I'm guessing you are using the width to set the progress..

    If so, putting the origin of your sprite on the left would solve your problem..

    If not, please provide more information and if possible your capx..

  • I'm not able to see your image..

    But if I understand correctly it should be something like this:

    Your bullet should have an instance variable damage and your enemy an instance variable health

    bullet on collision with enemy

    • bullet.damage < enemy.health

    > set enemy.health : enemy.health-bullet.damage

    bullet destroy

    • else

    > set bullet.damage : bullet.damage-enemy.health

    enemy destroy

  • You probably need to use round(audio.playbacktime("music")) for it might not ever be exactly the amount you're aiming for..

    If you need smaller amounts of time multiplying before rounding might work..

  • Wouldn't using pick nth instance work for this?

    From the manual:

    Pick Nth instance

    Pick the instance at a given place in the internal list of picked objects. This is most useful used in sub-events to act on separate instances. For example, in a "Sprite collided with Sprite" event, Pick 0th instance and Pick 1st instance can be used to act on each instance involved in the collision separately.

    By the way, if you just use family on collision with family wouldn't both be affected (because both instances are referenced in the event) ?

  • I guess there is a thing called animation..

    WebGL would be the first choice..

    But if you want to have an effect without having an effect, best way is to fake it..

    If you can't get what you want using blend-modes and/or WebGl, animations seems like the way to go..

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  • I might be dumber than I thought, but why would you want to store an array in a dictionary object?

    Isn't there a reason why they are two different kinds of objects, each with their own benefits?

    There is however a csv to array and csv to dictionary plugin, if that's what you are after..

  • No need for spritesheets, you can import each frame from it's own file if that's what you'd like..

    right click the animation-editor, choose add frame and load from disk in the image editor..

  • I'm not sure what is hard about this..

    If there is some logic behind the spawning event (amount of spawned objects, type of objects, etcetera) you might be able to use variables and functions to cut down on the amount of events, but basically the above event does exactly what you asked..

  • Something like this would work:

    system compare two values : audio.playbacktime("Music") = 2

    system create sprite

    this would create a sprite 2 seconds into the playing of the audio with the tag "Music"

    You might want to add more conditions and or call a function to create the sprites, but these are the basics..

  • From the Manual (isn't it great there is a link to it at the top of this page?):

    Audio expressions:

    PlaybackTime(Tag)

    Get the current playback time in seconds of a sound with a tag. This starts at 0 and counts up to the duration, except for looping sounds which keep counting up past the duration.

  • Hmm I'm not really sure what you are talking about since I'm new, but I'll try to figure out the what is the restart/unpause/refocus functions. But in the event where the player closes the application, can the program still be calculating?

    If an application is closed it is not running and as such won't perform any calculations..

    You could however find out how much time has passed between closing and reopening and do the nescessary calculations (and changes resulting from the time passed) at that time, making it seem like the program has been running all that time..

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LittleStain

Member since 26 Apr, 2011

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