BluePhaze's Forum Posts

  • What I have seen others do to hide any of the initial resizing stuff is to start each layout with a large white sprite that covers the screen and then fades out. That allows you to have anything that would be visible on the screen to be hidden, and then once your actions are completed, you fade the sprite out and then destroy it.

  • The beginners tutorial covers just about everything you mentioned.

  • also for touch on a phone that joystick is to close to the side of the screen and needs to have larger touch areas for the thumb. Just a thought you may want to consider when designing your own. Look at other touch games that have on screen controls for much better examples of simulated thumb stick controls.

  • You need to add the touch object, then add the sprites you want to use for the joystick. Then simply do on touch simulate platform left, right, etc...

  • Good point, that is more efficient. Then if you needed that data to persist for any reason you could just drop the last X,Y coordinates into a variable and store them

  • Rory I had it up on my screen and went to lunch. When I answered I hadn't refreshed the page :)

  • but you only want it when they click, you don't want it to follow the mouse unless the mouse click is hit or held down.

  • Assign the solid behavior to them as well? I would also recommend doing a search for "flocking" behaviors in the forums here as I believe I saw something on it already once...

  • To fix conflicts with instance variable simply use some Inverted (NOT) statements basically. So if X is Alpha and NOT Bravo then do the event... stuff like that...

  • Can't grab the capx right now, but I would look at the logic you have for attacking, does it set any animation when it ends, or does it update a variable that triggers another animation like standing?

  • If you want diablo like movement you need a couple of things, the first part is easy, have the player sprite move toward where the mouse is clicked. This can be done by pinning an invisible sprite to wherever the player clicks. Then setting the angle of the player character to wherever the click was.

    You can also use pathfinding to get it to navigate around objects. But that takes a bit to compute.

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  • Yeah, resetting dialogs is the option I was referring to. Go to the construct 2 menu in the upper left, then click preferences of that menu. IN the preferences window you will see "Reset Dialogs".

  • There is an option for reseting the workspace that should fix that for you.

  • Make sure monster has the bullet behavior and also that you do NOT have destroy outside layout set on your monster. Also I don't see anywhere in your code the logic that spawns new monsters...

  • Have an event that checks if the score variable has hit your desired total and then have it call the "load layout" event and give it the number or name of the layout you want to load as your next level.