LittleStain's Recent Forum Activity

  • So how would the mouse get unstuck again if the player would like to go to another program or tab of the browser or..?

    I think this is the best option:

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

  • I think instead of "while", you meant to use "for each" items

    But I'm not sure what you expect this event to do..

    If you change the while with for each what it will do is set the boolean of all items that are on layer 2 and are of type ammo and are not used to used..

    If the instance of items with uid = player.uid is on layer2, is of the type ammo and is not used it will set it's ammoleft to items.maxammo

    what I don't get is how you use the ammo by setting it used..

    It doesn't change anything else than it's boolean in this event.

  • give the boost an instance variable enemyuid

    On enemy created -

    enemy spawn boost at enemy.x,enemy.y

    boost pin to enemy

    boost set variable enemyuid = enemy.uid

    When enemy gets enraged

    system pick by comparison boost where boost.enemyuid = enemy.uid

    boost set visible

  • Without seeing your capx all we can do is play the guessing game..

  • It's still not clear..

    There is only one camera (one viewport)?

    Would you like to create two viewports?

    How would two camera's scroll?

    Are position1 and position2 static or do they change?

  • Still not sure why you'd use clones..

    using an animationframe for this would work fine looking at your events..

    are you destroying all other family-members or could there still be present so the pinning is done to the wrong one?

    what is the difference between char and player?

    Why are there 2 on start of layout events, wouldn't calling a function for the events in playerbuild be more suitable?

  • It would be helpfull if you could explain it a litlle bit better..

    If all objects on layer a were to scroll to an object on layer a, wouldn't that object (because it is on layer a) also scroll?

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  • I asked because sometimes sprites are duplicated unexpectedly and/or some other aspects of your game/events show up that take a great amount of processing power, that could affect the fps..

  • not sure why you'd use a clone instead of another instance, but are all events the same on both clones, are all behaviours and settings for them the same, are they at exactly the same place when the pinning occurs?

    If these questions don't help, adding a capx to review would be the only option..

  • A simple action like this would solve question1:

    On enemy created -

    enemy spawn boost at enemy.x,enemy.y

    boost pin to enemy

  • Have you checked your game using the debug-layout mode?

  • If you want the object called switch to play a different animation, your code should work, as long as switch has an animation called "true"..

    you could even remove the action start animation from current frame, because it's not different from the action above..

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LittleStain

Member since 26 Apr, 2011

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