Carbincopy's Forum Posts

  • you need to set variable (target) if target =

    and run events for each target =

    if target exists

    if no target exists.

  • On event drag self.x, mouse.y or clamp(self.x) mouse.y

  • not quite sure, But look up mario level record. I think that will have what you are looking for.

  • if player.y less then 200

    player is not touching or overlapping object

    on collision with ground set damage event

  • > As explained in the manual, Global variables are NOT reset, so without seeing your events we can only guess why your actions are not triggered..

    >

    > Restart layout

    > Restart the current layout. Note that unlike Go to layout, this action resets all event groups to their initial activation state. Global variables keep their current value - they are not reset. To reset them use the system action Reset global variables.

    >

    I've already been saying that I know that using "Restart Layout" DOESN'T reset the values of a variable. What I'm saying is this:

    When Triggered

    ->Add 1 to "Variable"

    When "Variable" = 1

    -> Flash enemy on screen

    Wait 1 second

    ->Restart Layout

    My problem is that when the Layout is Restarted, "Variable" is indeed already set to 1, but when the Layout is Restarted, it acts as if "Variable" has JUST been set to 1, triggering the flashing enemy. My problem is that I don't want this to happen. I don't think you understood my problem before. I am not trying to reset any variables, all I want is for the Flash enemy event to NOT be triggered when the Layout is Restarted.

    try Wait 1 second

    ->goto Layout

  • well first you need to deside what your damage is (animation damage, health damage, score damage, death)

    then you set it to on collision with object and at from how high = distance

  • HerrVonClaussen

    It is nothing to do with what Carboncopy has put.

    Event 8 is overriding the animation.

    You have:

    Keyboard Space NOT down (which is the majority of the time) -> SprPlayer Set animation to default

    I looked at the .capx and from what I understand that was the best answer I could find.

    as if you look at animations (run) set to run speed 5 then no loop. So I came to the conclusion as I have with all my walking animations set loop.

  • they are actions of the event.

    and you need to add controls or event that moves the object.

  • set global variable (time)

    if time = 1 do event

    if time =2 do event

    everytick set time random (1,2)

  • best to check out the tutorial sample in construct 2 for this information. create project - scroll down

  • on up set size or set height, width

    on down set size or set height, width

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  • understand that popups are layers. on event layer visible or not. if it must show on screen at all times parallax 0,0 if not paralax 100,100 so it only shows when in active area of the game.

  • as this is html 5 if you understand coding you could add support for it in the index.html I think I have seen people who have used google translate in their games. But not quite sure how to do it myself.

  • run animation set loop

  • Update: I tried what disminor said and it work. Thanks!

    Here is the code at the code.

    global (lane) = 1,2,3

    and uses the compare if lane = 1 no left movement

    and if lane = 3 no right movement

    per the picture, but could be used for up and down movement also.

    looking good. so far have fun. Jeremy C.