LittleStain's Recent Forum Activity

  • Yeah, I see why that doesn't work..

    Hirigana.tsu works because you are calling the instance variable.

    Not sure why you'd give the dictionary object all those instance variables, but ok..

    To do what you are trying it would probably be a lot easier to use an array..

  • set text = left(system_msg.Text, 1)

    should be enough..

    Don't know where the function.call came from.

  • if you'd rather have the rotation performed on 1 touch

    add a boolean instance variable rotating

    and an instance variable OriginalAngle

    on touched object > sprite set boolean rotating to true

    sprite is rotating

    -system compare two values - sprite.angle < sprite.OriginalAngle+90

    sprite rotate towards - sprite.OriginalAngle+90

    -system else

    sprite set rotating to false

    sprite set value OriginalAngle = sprite.angle

  • You can use rotate towards angle.

    For example:

    touch is touching object - rotate sprite 5 degrees towards sprite.angle+90

  • In what way are you trying to use this : Function.Call(left(system_msg.Text, 1))

    Could you share the events?

  • Could you share your events for setting the dictionary?

    Either by screenshot or by sharing your capx?

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  • Without seeing your capx and or your eventsheet it's very hard to determine if this line comes from bad rendering or an issue with the programming..

    Do the lines appear at the sides of the tiled background or also in the middle?

  • I still don't understand what you want to happen..

    If I don't know the question, it's hard to give an answer..

    There's a blue circle and there are green bars..

    I can drag the green bars.

    If I touch a green bar and then touch the circle the green bar rotates.

    If I touch another green bar both bars rotate when touching the circle.

    What is it that is happening that you don't want to happen and what would you like to happen?

  • Create an event

    every tick - grass set angle = 10*cos(angle(mouse.x,mouse.y,grass.x,grass.y))

    and move your mouse around..

  • There are many ways to do this depending on how you have your events set up.

    Are all buttons instances of the same sprite or are they seperate objects.

    Do you change to the hud with a global variable or is it a layer that becomes visible?

    In any case it would either be adding a condition to the on clicked/on touched event, or putting the events in a group and deactivating the group when the hud is shown.

  • I'm not sure what the problem is, but:

    This works for me

  • So re-reading your events.

    I assume wallblueprint is in a container with roomblueprint, for you are not creating wallblueprint seperately.

    Ah.. I think I see..

    There is no wallblueprint with newwall=0 within the selection you are picking from.

    You will first have to pick all wallblueprints.

    being that this is a subevent of the event creating the wallblueprint, automatically the just created instance is picked.

    It has newwall=1 so no wallblueprints are picked.

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LittleStain

Member since 26 Apr, 2011

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