LittleStain's Recent Forum Activity

  • This should work:

    Touch is touching column

    column set visible

    else

    column set invisible

  • Without families using pick nth instance should work also:

    System -> Pick nth Instance

    If 2 instances collide, picking instance 0 will pick the first instance and instance 1 will pick the 2nd instance

    ON collision Enemy with Enemy

    Pick instance 0 ... do whatever

    Pick instance 1 .. do whatever

  • Well if your collision-polygons and origins are in the right position you could always check if using the crop function in the image editor would reduce framesize..

  • That's why I created my example.

    All you need is in my capx right?

    Just copy or recreate the events and sprites and it should work..

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  • Are you using pixel rounding?

    Are the original positions of the backgrounds at exact pixel-positions?

    Are there no (semi)transparent pixels at the edges of the backgrounds?

    I haven't had this issue before, so these are the first things I would check..

  • One way would be to reduce the number of frames in the animations

    Another way would be to reduce the amount of animations

    Another way would be to reduce the size of the animation-frames (by cropping them?)

    Question is, what options are you prepared to look at?

  • Like I said..

    You'd want to set the angle of the sprite to thumbstickstick.a degrees

    so:

    on touch

    thumbstickstick is selected

    sprite set angle - thumbstickstick.a

  • Although I don't know how intensively you'd want to use the feature it would be possible to create it with blendmodes (for the masking part) , and copies of the sprites for the inversion part..

    With a bit of creative coding you could probably keep processing-power relatively low..

  • Wouldn't it be easier to use the timer behaviour instead of the wait action?

    scenes = 0

    -- every tick

    simulate pressing right

    -- trigger once

    start timer with tag "scenes0a" for 15 seconds

    on timer "scene0a"

    set maximum speed to 40

    start timer "scenes0b" for 3.5 seconds

    on timer "scene0b"

    -- set maximum speed to 30

    -- start timer "scenes0c" for 1.5 seconds

    on timer "scene0c"

    set maximum speed to 40

    start timer "scenes1a" for 0.5 seconds

    on timer "scene1a"

    set scenes to 1

    sprite set mirrored

    etcetera..

  • It would consist of setting the angle of the player to thumbstick.a degrees

  • Very simply put:

    "Create Object" at random(100,layoutwidth-100), random(100,layoutHeight-100)

    So just add the pixels offset from the border you would need (in this case 100)

    Unless you want to be even more specific about the "randomness"

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LittleStain

Member since 26 Apr, 2011

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