LittleStain's Recent Forum Activity

  • You could add a condition to the zoom event..

    system compare two values layout.scale < 1

  • event:

    "object" is overlapping "other object"

    right click event - choose invert.,

  • Sorry, but I'm not sure what you mean..

  • That is very unexpected..

    Do you perhaps have old events scaling the layout and/or layers you forgot to turn off?

    Did you change the settings of your chrome browser on your mobile (zoom) ?

  • Well it seems I don't understand anything..

    The bullets seem the same image, the enemies seem the same image, the different walls seem the same image..

    There seems to be no need to use seperate events with (almost) exactly the same actions attached..

    For me it makes the event-sheet unreadable..

    And when I can't read the sheet, I can't find the issue..

    Are you sure nothing is either overlapping or colliding with the player in the new layout?

    Would it help to set Timer to 40 before the wait action?

    Or add a wait 0 action after setting Timer?

  • There are already two newer versions of internet explorer, called IE10 and IE11 and in two months Microsoft will introduce windows10 with yet another browser

    Why would your client stick to a webbrowser that is so outdated?

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  • I must say there are a lot of things I don't understand about your event-sheet..

    Do you use this same event sheet for all layouts?

    If not where is the event sheet for the layout where things go wrong?

    Why are there different bullets for all directions?

    Why is there an enemy updown and an enemy sidetoside, who look like they use the same image, only turned?

    Why are there so many exactly the same actions, wouldn't using "or" blocks or functions be much better?

  • Thanks for help me out .

    But isn't their any simpler way to achieve this effect ?

    I think achieving it with 11 events is pretty good..

    What part if it do you think should be simplified?

  • I guess you would have to use some math to calculate the vectorX and vectorY of the platform behaviour..

  • It doesn't behave weird at all..

    When the player is jumping it goes up, so when you change the gravity in the middle of jumping it goes up, which is down once the gravity has changed..

    you could change this by adding an action after changing the gravity set the players platform vector y = 0..

    This will make the player will stop and start falling..

    If you don't want the player to stop setting the vectorY to -player.platform.vectorY will work..

    player in your case being sprite2.

  • Something like this?

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

    Oh re-reading your question this capx might be overkill

    You could just set platform angle of gravity to 180 degrees to make the player walk on the left side..

  • You could add a Spritefont or textobject and pin it to the sprite..

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LittleStain

Member since 26 Apr, 2011

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