dazedangels's Forum Posts

  • ,

    Thank you for your help. I think I made it worse.

    I changed it to 'set angle to 180 degrees' removed set angle and removed the mirror. It still flips upside down and when I click on the screen to make it move up it's like the gravity is 100 % more than before.

    Not exactly sure what I did. Thoughts?

    drive.google.com/open

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  • Thank you for your reply.

    That does make the sprite go in the other direction, but it also flips it upside down - so I thought that was the wrong way to do it.

    Is there away to keep the sprite from flipping the sprite upside down and still go in the other direction?

    Thanks again.

  • C3/Mobile Game

    I have my turtle flying right using platform and bullet behaviors. Once he drops down below the blueish purple bar his direction in mirrored (all good), but how do I get him to actually go in the other direction (fly left)?

    "Set angel of motion" doesn't work.

    The online directions are mostly setting the direction toward a player or on creation - so those are not working for this issue.

    Thoughts?

  • dop2000 That's Brilliant!

    Thank you.

    Now I need to figure out how you put 2 strings in 1 instance - that could save a ton of time.

    Thanks again.

  • C3/Making Mobile app.

    This app is to help children, with a specific cognitive disability, learn to make sentences. The children choose the options, the pictures pop up to make a complete thought and at the end the kids read the sentence.

    The problem comes when the player taps ‘the kids’ or ‘the robot’ then decides what the kids or robots do and then changes the options.

    If the player taps ‘the kids’ the kids pop up. Then if the player taps ‘go trick or treating’ the current image vanishes and a new image appears of kids trick or treating, but if the player Then changes ‘the kids’ to ‘the robots’ the robots pop up and ‘the kids’ are still on the screen with their buckets filling with candy.

    I think I need some kind of toggle, but not exactly sure how to build it. I’ve tried to set global variables and instance variables, but I’m missing a step somewhere.

    Thoughts? Suggestions? Demos?

    C3 download: drive.google.com/open

  • dop2000

    That's the thing, I don't want to create them randomly. I want to make it more like a platform that goes on and on in a straight line, but when the player get to the end it restarts without the player realizing it.

    However after so many pixels it will slow the mobile device, so I need to know just how long I can make it before it shows the mobile.

  • C3/Mobile game

    I want to make something like Flappy Bird, but I don't want repeating pipes. I want to make an long layout with different obstacles that I can place where I want them, something that restarts more than rotates.

    What is the longest possible length within reason for a layout?

    Thanks

  • Oh THANK YOU!

    I couldn't get my brain around that this morning.

    Working great.

    Thanks again.

  • I know this is simple, but I can't seem to think through it.

    I have an electrical field sprite. I need the sprite to be visible for 3 seconds-ish and then vanish and disable collision for 3 seconds then start over, visible for 3 seconds ..... around and around like that throughout the game.

    I got the hard part done. If the player touches the electrical field sprite they lose a life and the level starts over, but I can't figure out how to get the field sprite to vanish and disable every 3 seconds.

    Thoughts?

  • Thanks to self-isolation/quarantine/state of emergency/stay home order, I have been plugging right along making level after level. I got to level 31 and realized that my level menu, thus far, only goes up to 20. So I made a second level menu for levels 21-40. Then I realized, I have no idea how to make the player go to the second level menu page after they win level 21. Then I thought "Oh I could make one of those cool scrolling menus that just keeps going and going", but I don't know how to make one of those either.

    Is there a demo for that?

    All the tutorials I find online only teach how to make the first level menu, I can't find one that shows how to make a second page and then a third page and so on.

    Thank you.

  • ,

    That's why I'm asking if there is a setting. I don't want to edit 60 levels tomorrow with the same issue if there is a simple setting I just don't know about.

    I opened 20 levels today to edit every one of them and it would have been much easier if they would have opened to fit the screen and not opened to only show the upper left corner.

  • This is just bothersome more than anything else.

    When I'm creating a project with many layouts (levels), each time I open a layout in C3, the layout is scrolled up in size and I have to scroll it down in size so I can see the entire project. Which doesn't seem like a big deal unless you suddenly realize that you forget to do something and you need to edit the last 10 or 15 levels.

    Yes, I know it's just ctrl+scroll, but it's every single layout.

    Many times I open the layouts 20 at a time to make sure I didn't accidentally change something that made all the levels go screwy. I then have to scroll them down to size one at a time, check all those levels, then close them all and do the same to the next 20.

    Most of my projects are the size of the view screen, so it's not like C3 is giving me the view screen size and I can't see the rest. When the layouts open C3 shows me the top left corner. I don't see a point to that.

    Am I missing a silly setting? Something like when opening a layout show X amount of the layout.

    1 is what it looks like when I open a layout (level).

    2 is what would be nice if it showed when I open the layout, instead of it just showing me the top left hand corner.

  • dop2000,

    Seriously when are you going to do a Udemy course for all these demos. You're amazing. Every time you have the answer. I haven't even looked at tile movement before.

  • In the case of the push ball, they were both supposed to stop. That allows the player to go in a different direction. The way it was, everything I tried got the player stuck in the wall and it would no longer move.

    However for the teleport now it means the player doesn't end up in the wall after coming out of the teleport.

    The goal is the player Not ending up in the wall ever.

  • This is working at the moment:

    Event:

    Player > is overlapping wall.

    Action:

    Player > set bullet bounce off solid TRUE.

    One would think that would be included in the solid behavior so solids wouldn't end up in other solids, but for now it's a work around. Fingers crossed it doesn't fail.

    drive.google.com/file/d/18UZO9HMWaPX5cjvSDDxnRPsCjCcAyZ4A/view