Burvey's Forum Posts

  • I want the the boomerang to end up back in the players hand, even if he jumps etc.

  • Has anyone figured out a good way to make a boomerang effect (throw something and it comes back to you like a boomerang)? I've searched high and low and can't really find anything that I can get to work. I've tried a combination of behaviors like bullet + sine and even pathfinding but my skills just aren't up to par to get the effect to work properly.

    It may or may not be important, but it's for use in a platformer game.

  • Sprite is too close to sprite2. If you move sprite away then it will shake.

  • Use the timer behavior rather then the wait event. Also, in your specific case, you will need the load screen and game screen to use the same event sheet.

  • It should work the way you describe it. As long as the layer is in the same layout that you are in.

  • There's really no way to know without seeing a capx

  • Just put the key and brick on the same layer, make sure the Z order of the key is behind the brick.

  • It would be nice if the warning would somehow reference which stuff will be deleted. I know I've deleted objects in the past which I forgot were actually used. It can be a pain sometimes.

  • Not sure if it's why or not but the free edition of construct 2 only allows 4 layers.

  • I didn't look through your code with a fine toothed comb but the one thing that jumps out at me is your use of the wait event. I believe that you should be using a timer behavior instead for that.

    Also, since you're using the free version, I think you should be able to save yourself a few events by moving your events (not triggers) in 53 and 54 all up to 52. You will need to make more events for the timer behavior though if you change it out with the wait, which you should.

  • Yeah, you should be using the same text object, and just setting the new text when you reach the checkpoint.

  • The easiest way I've found to toggle anything on/off is by creating a variable and then use the following string to set it: Set variable to 1-variablename. What it does is if the variable is equal to 0 then 1-0=1 so it will switch it to 1. If the variable is 1 then 1-1=0 which switches it to 0.

    So in your example.

    On key pressed > Set variable HUD to 1-HUD

    If variable HUD = 0 > Make objects invisible

    else > Make Objects visible

  • To be honest it's probably a good idea to remove the global property and just use the persist behavior in this situation. At least that is what I would do. There are many ways to do things though and you can do it however you like. Good luck with your game.

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  • Can you be more specific as to what you're trying to do? Do you want to control all of the sprites with the keyboard but have them jump at different times?

  • It's a give and take though, you may use a fraction less memory but you'll also have more objects which means bigger download etc.