BluePhaze's Forum Posts

  • Check the video card manufacturers site or the MAC site for udpates to your video driver. C2 can't always detect the video card so using the traditional way of updating your drivers is best.

  • If you think that HTML5 and construct is the best tool for making a music app, go for it... not really what it is optimized for as the HTML5 web audio API isn't anywhere near as robust as other languages/platforms. You should use the tools that are right for the type of app you want to create. I am not saying you couldn't make a music player in construct 2, but you don't have the type of flexibility to make it work the way you want in HTML5.

    You are also not going to be able to add a lot of the features that would make it better than any other music player out there. If you want to make a successful app, you need to have something that works well and has features that are not in the competitors, I just don't see that happening with a music player created in Construct 2...

  • This is one of those threads where the annoyance of reading through it is going to pretty much ensure nobody is going to stick around in it long enough to help.

  • Ok and what part of that do you need help with?

    Have a 'post?' or checkpoint, when the player passes it save the x,y corrdinates of it.

    When the player dies, show your button (put it on the HUD layer with 0 parallax). Have it hidden and then when the player dies show it (Visible = true).

    When the player clicks the button restart the layout and set the players x,y coordinates to the ones you stored for your checkpoint...

  • Pretty sure that people don't want this function as they usually minimize when getting a call, etc... or playing a video or music which would really get annoying if your game sound was still going. Unless you are trying to make a how to annoy people app... just sayin...

  • Read the manual and the turorials, there are plenty that cover saving information. You can use the save game option, web storage, etc... all of these save it locally and work on every platform not just android.

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  • In your event that causes damage to the player, put in a sub event that checks to see if they are currently allowed to take damange. Make a variable called something like playerInvuln and when it is true, do not do damage to the player. When the player gets hit, set playerInvuln to true. Or you could put the event that does the damage into a group and just disable the group whenever damage is done, put on a timer, and then re-enable the group once your preferred amount of time has passed... take your pick...

  • Then you should have a variable that tracks the players direction and use it instead. You don't need to know the enemies direction in that case, just the players. Use it the same way.

  • Put the function call in a loop, or call it while a variable has a certain value. For example, if X=5 Call function. As long as X=5 then your function gets called every tick...

  • What you need to do is whenever you set your enemies direction, also assign it to a variable. For example in my games, when an enemy is moving to the right, I set an instance variable "direction" to "forward". If the enemy is moving to the left I set "direction" to "backward". My event for pushing the enemy should check to see if the direction of the enemy is "forward" or "backward". Then you can adjust it's position accordingly. For example if it is "forward" then to push it back I have to subtract from vector, if it is "backward" then I need to add to vector.

    Hope that makes sense...

  • It's hard to help you when you keep saying things like "I think I did this"... unless we KNOW what you did, we can't really guess... also, google or bing the error message and you may find some useful info...

  • You could also remove the solid behavior from the enemy.

  • If you want relatively the same amount of movement for idle and running you may want to try and assign vectorX to itself + 500 instead.

    So instead of Set VectorX + 500, try Set VectorX = VectorX + 500

    I can't really test it right now but it may help you...

  • These examples are from 2011 so may not be there anymore....

  • You could also pin an invisible object in front of your player. At the start of layout SpawnerObject.X = Player.X + 300 (or whatever the distance is you want it to be)

    SpawnerObject Pin to Player

    Now the spawner was created the correct number of pixels in front of the player and will stay in that position. You then have your random enemies spawn at the .X position of the spawner object. This ensures they will always be the correct distance from the player. You can then set their Y coordinates to whatever you want (random, or on the floor/ceiling, etc...).