caiorosisca's Forum Posts

  • I don't have time to explain what i've done, it's simple tho, check the differences between the capx, mostly chance initial nextBlock value to something lower, and use 9patch.width to calculate nextBlock value later on, instead of "block.width". Play with the 9patch offsets to get a better result

  • Try using the project properties Letterbox Scale and Full Screen on browser

  • You can fake a mouse joint, create an invisible sprite that follows your mouse position on everytick, when you click on a block create a joint between the block and the invisible sprite, on click up, destroy that joint. I haven't tested it, just a thought.

  • have a boolean switch, put an instance variable on your player, like canClick.

    when clicking to jump also check if canClick = true, then when you jump set the variable to false,

    use the event On Landed to set the variable back to true

  • Isn't it zero based? so 1st node is 0...2nd node is 1.. Try using round(random(0,1)) instead

  • Not sure if it would look good, but based on the picture shown, you could try making an orbital movement.

    You will need:

    -Ball

    -Origin point //Image point on the enemy ( user for the ball to orbit around)

    -variable Angle

    -variable Speed

    -variable Radius

    On an every tick event position the ball using the following:

    local variable "rad"(radians) = angle * (Math.PI / 180) // here we convert the angle to radians

    ball> set X> origin.x + radius * Math.cos(rad)

    ball> set Y> origin.y + radius * Math.sin(rad)

    angle > add value > speed // the angle variable is what defines the position of the ball..if you don't increase it the ball won't move

    ..

    Another try, sync 2 sines behaviours, one horizontal and one vertical, could also give you this effect.

  • You can add an instance variable to the objects..called tag for example..and check if that variable is the one you're looking for

  • Try using the pick event, not sure..Pick by evaluate, or pick by comparison, and check if it equals gangster.id, this way you only pick the correct molotov

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  • Family1 disable physics2 collision with Family2(duplicate).

    That's weird, it works for me.

  • Unfortunately I don't have a solution for this, and can't even try to find one now, I'm on a mac. Sorry

  • I haven't looked at the capx, I'm on mac right now. A solution to prevent click I always use(when programming any game/app, no need to be in construct), is to have a global variable canClick, at any click/touch, first thing I do is to verify is canClick is true and only if so continue to what needs to be done. This way you cna easily block any clicks setting the variable to false

  • Physics2 is shown because you have 2 physics behaviours on your object (or had at some point), if your object is in a family that has the physics behaviour added to the family, there's no need for the object type to also have a physics behaviour.

    I haven't tested it yet but I ran across a similar problem for checking overlapping between objects of the same family, the solution people here gave me was to duplicate the family (have all the same object in 2 families) and disable stuff between family 1 and it's clone

  • If you want to pick only lemons, just use System> Pick All> Lemons, no need for a family here

  • I can't see what's wrong and I'm on mac right now :/.. To be honest, I too struggle with the events in C2. I'm a programmer but I'm also new to Construct so I'm not used to the pick stuff and the flow of events yet.

    What I can think of without having construct to try, make your "Pick all obj_door" and subevents a subevent of the hero_base on collision event.

    Also there's no need to verify if the key value is 0, if your door already start as locked.

  • Imagine that each white square of your grid was an object. And it was stored ina 2d array.. A3 would be index (0,2), just replace the object in there