LittleStain's Recent Forum Activity

  • short answer: Yes you'd have to add a shape

    longer answer: Using big sprites is probably not the best way and cutting them up into smaller pieces with collision-polygons would work much better..

  • why not use a boolean variable and toggle it when over the switch?

    would probably be even easier when putting the doors in a container with the switch, but for now instead of the "for each door system compare" you should use system pick by comparison door : door.doorID = switch.switchID

  • If you could show us how far you have come before getting stuck, maybe someone could help you with overcoming that hurdle..

    Providing your capx would be easiest, but you could also make a screenshot of your events, so they can be adjusted/repaired/commented..

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  • I just added a randomness to it and made sure the spike wasn't created on the first 100 and last 100 pixels of the bgtile, because that was what you asked..

    Oh, and you should probably pin the spikes to the platform with the pin behaviour for them to move with the platform..

  • Everything is possible, but I'm not quite sure what you want to do..

    on platform created you should check the width of the platform

    if the platform is more than 200 in width create a random function to put or not put spikes on it..

    so something like this:

    on platform created

    system compare two values: platform.width > 200

    • call function "Spikes" with parameter 0=choose(0,1) ,parameter 1=platform.x ,parameter 2=platform.width , parameter 3=platform.y

    on function "Spikes"

    compare function parameter function.param(0) = 1

    • create object spikes at x=random(function.param(1)+100,function.param(1)+function.param(2)-100) y=function.param(3)
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  • There are many plugins for this if Ajax, webstorage and savegames are not what you want..

  • Easy way would be something like this:

    Create global variable CameraOldX

    System every tick

    System compare two values: Sprite.x>CameraOldx

    • system scrollto x=sprite.x, y=sprite.y

    -System set value CameraOldX: sprite.x

  • You'd have to work with touchindex and set the actions for the object touched based on the touchindex of the touch touching it..

    Alternatively you could use instance variables (or Booleans) and set them on touched and check those variables before having the actions performed..

  • So simply put C2 calculates the angle between the bullet position and the object position and you add 180 (degrees) to get the opposite angle..

  • would this work?

    set angle to: angle(bullet.x,bullet.y,object.x,object.y)+180

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LittleStain

Member since 26 Apr, 2011

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