Chris PlaysOldGames's Forum Posts

  • It would be easier if your speed was relative to the level... then all you would need to do was store level value in a varaiable and then use a formula to set the current level's speed.

    Ie. Speed=Level+50x100/Power-random(1,100)

  • I would say, whichever is easier for you to keep track of...

    You don't even have to have more than one layout if didn't want. You could have all the other "levels" backgrounds as sprites that are hid until needed on the one layout. You could keep track of the level by using a global variable or a "brain" object with instance variables on it. Then your one event sheet would simply change the speed based on level variable and set which level is reveiled or hid based on it as well.

  • Depending on what your trying to accomplish simply adding a solid behavior probably won't work.

    If your enemy pathfind or follow/chase player you might have to use something like this:

    https://www.scirra.com/forum/how-do-i-stop-sprites-from-overlapping-each-other_t165432

    For advanced topic follow the last post link to ROJOhounds example capx... powerfull stuff.

  • Yes.. but you would have to get creative.. it wouldn't work using existing solid behavior though.

    You would need to have events that on-overlap or on-collide decided if the object could pass through and then allow such action.

    Search forums and tutorials for doors or making a door... sounds similar to what your trying to do.

  • One option would be to make a dummy vertical object already pinned to horizontal one On-create and then hid. Upon collide destroy the vertical object and unhide the dummy version. If you release the vertical one you could re-spawn it at location and hide dummy again. This way you won't have to worry about the controls for the vertical getting in the way (especially if you grouped them and then disabled group when dummy was active).

  • I don't believe so.

  • Not sure if you can open both in two construct2 instances and copy/paste between, but I know you can open multiple capx into one project and delete out the stuff you don't want.

  • Well planned event sheets and using groups (so you can minimize/maximize as needed) make working in Construct2 so much easier.

  • Do the separate layouts each have their own event sheet?

    Make sure the event sheets are linked (aka included), do this by right clicking the event sheet and choosing (if I remember right) "include" and select other sheet(s) it references.

    If that is not the case, your question is easily bug tested by simply removing the timescale and seeing if it functions correctly.

    I also believe that timescale only affects things that are using delta time so it "shouldn't be" affecting a menu swap.

    Also, once the action to change layouts is reached anything past it in the same event is moot unless the layouts are set as global layouts.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Depending on where you click in the event or action you will get different information highlighted, this allows you to copy/paste certain items easier.

    If you click in the small empty area to the left of the condition (ie. System in above pic) you can select whole event.

    Try right clicking and selecting change action or replace object, there are several options to allow choosing specific items in the event.

    Also, I believe if you select multiple actions/events that have the same object and use right-click-replace-object it will replace all with the newly selected item.

  • Here is a picture of what I was referring too. It works just like your original description sounds.

    Lil Stain always has the more compact version.

    Example pic:

    https://drive.google.com/file/d/0Bx-ufu2WID53cWxMS3h4NTdRQUk/view?usp=sharing

  • You could use a variable off/on for each one (sprite1=0, sprite1=1, etc) and condition/sub-condition down:

    sprite1=0,sprite2=0, sprite3=0, choose(1,2,3)

    Else

    ---Sprite1=1,sprite2=0,sprite3=0, choose(2,3)

    etc

    or condition using is on-scene or X on layout instead of variable.

  • You have to remember the variable is holding a number value in this case so it can be randomized as well.

  • Understanding families is definitely a must. However, you will need to get a good grasp on "picking" instances as well. This is covered well in "How events work" in manual: https://www.scirra.com/manual/75/how-events-work

  • There are several ways... the obvious way is to use a variable that contains the color.. ie Color=1 for red, Color=2 for blue, etc. then simply track the state of the color variable to determine if player variable is the same value...

    You could also use frames if all the colors are in one static animation strip and you knew the frames location.. ie red= frame 1, blue = frame 2, etc... then check to see what frame is displaying and match it to a player instance variable of similar values...

    I would go variables, much easier...

    example:

    Make an instance variable in the enemy objects called CurrentColor=0.

    Decide what numbers you want to correspond to what colors (red=1, yellow=2, blue=3... RGB#3436... whatever).

    In the events that set their initial color set their instance variable to their assigned color (Ie. red cube in above example would be CurrentColor=1).

    Anytime the enemy changes color simply change the variable value to match the new color number.

    Make an instance variable in Player object for PlayerColor=0 and in initial Player set-up set its value to its color using your color to number plan.

    Whenever the Player changes color have those events set its instance variable to match the new color.

    Whenever the Player and Enemy collide/Overlap then compare the instance variable of the colliding/overlapping enemy to that of the Player.