caiorosisca's Forum Posts

  • I don't know of any time related plugins, but an idea is to save the current time(real time) into webstorage and then when back in the game acess that value and compare to the new current time.

  • Ashley can probably answer you, I'm not sure how Construct handles layouts.

  • I haven't looked at the capx, but this is a way to do it in one line using touch, can be easily adjusted for mouse.

    Is in Touch > Hero> Set position (Touch.X > Hero.X ? Anchor.X + 50 : Anchor.X - 50, Anchor.Y)

  • I made a quick capx for you.

    When space is pressed in a sub event I check if swim1 animation is playing and change it for swim2,

    then there's an else( it's not really necessary, but it avoids checking the other events in case the 1st one already was true) and if swim2 was playing it changes for swim1.

    OddConfection you just saved me from so much work. I didn't know I could use conditional events to setup values. I used to setup alot of unnecessary events/actions.

  • First of all I realised that you check for the key GameHighscore on webstorage and then if it doesn't exist you create a key called Highscore, this way it will always overwrite Highscore, I guess you made a typo here. Fixed it.

    I'm using Minor's capx as a starting point.

    It has a continue variable in Menu eventsheet which I'll be using to spawn the correct powerup.

    At the start of the game eventsheet I check if there's already a key called Checkpoint, if not continue = 0 (never passed that checkpoint), but if there is that key, that means sometime I've been past that point, so I set continue to 1.

    Following the same principles, when spawing a power up, each 3 seconds I use continue = 0 > powerup1.... continue = 1 > powerup2.

    Now to the setting part, when the player dies I verify if the currentDistance is greater of equal my checkpoint value(which you decide whatever you want), I also check if continue equals 0 , and if so I set if to 1(got past checkpoint). Checking if checkpoint equals 0 makes sure I haven't already passed by the checkpoint, because If it is 1 I don't need to do that again.

    At the end I set the webstorage key "Checkpoint" to 1(I create a key), this one is the one used at the start. If you want your game to start over at each sessions remove this action, if you want the game to keep the score and checkpoint even after you close the browser leave it on.

  • Scofano just a simple trick, rename the file to .zip instead of .capx, open it and edit the .caproj file tag " <saved-with-version>17300</saved-with-version>" to ***000.

    *** being whatever version you have

  • Time = 2.0 seconds is not what you are looking for.

    Create a new variable, called timePassed for example, while button X is down do

    System > add to> timePassed > dt (dt is a system expression that means delta time, it holds the time passed between 2 frames)

    then change the Time = 2.0 seconds to timePassed > 3 (if you want 3 seconds).

    don't forget to reset timePassed.

  • That's just the way Construct works, it creates one spritesheet for each object in the project. I don't think you can do anything about it.

  • The problem seems to be on your image, just by looking at it you can tell it's not equaly divided. It probably came from an atlas where each part had information about itself, like: x,y,width,height. And then this info was used to cut the image. Construct 2 only divide images into equal parts.

    You can try to remove a bit from the right part of the image, can't guarantee it will work tho.

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  • as rezagamertag said, Just move your character quicker while sliding, I assume you are using the platform behaviour for movement, so whenever you want to slide, let's say you must be:

    onFloor = true

    slide button is down

    trigger once

    --set platform behaviour speed to speed*2

    and then use a timer to set the speed to the original one after the desired time.

  • FragFather is right, we need more information, if you are after a slipery surface the key for it to work is having 0 friction between objects, so in case in are using a physics object, setting the friction to 0 will do the trick

  • Working on your capx, will edit this comment when done.

    Edit: Looks like someone just fixed it for you, I'm not sure if as soon as you reach the "123456" mark you want the power ups to change or only when you die and start over(2nd option doesn't seen right to me).

    My approach would be, save something like reachedCheckpoint on webstorage(so it doesn't get lost when you restart your layout, could also be a global variable),

    have an event checking if reachedCheckpoint = 0 and currentScore > than 123456, if so set reachedCheckpoint to 1. Then when spawning powerups just check for reachedCheckpoint, if 0 spawn "Powerup1" else spawn "Powerup2".

  • I'm not sure how to work with the pick system in C2, but imagine something like that, you check if 1st block overlaps at offset Y -5 (choose your value) with 2nd block, than you check for 2nd block with 3rd block and so on. If all of this conditions are true, you have your 4 blocks. Can't help you much now, but that may lead to a solution.

  • Here you go, have a look at the capx, the key for this sample to work is the ratio between the "Ball" density and the "Base" density, so applying the same impulse(inverted) to both of them gives a diferent effect (action/reaction).

    Edit: the wheels are just round objects attached by a joint to the base, so when they suffer from the impulse they spin without any other worries.

  • Sprite1> Set Animation to Sprite2.AnimationName