desjardins2014's Forum Posts

  • Hi

    I'm messing around with the sample that comes with construct 2 on turrets and I have it working that way I want it too. Only thing I can't figure out is last few conditions I'm thought I was telling it to AS LONG AS turret.used (var) isn't = to zero to produce another one... subtract 1 when you use one... but it does subtract them but allows me to produce as many as I want despite the fact it hit zero after using 5 turrets???? can someone explain my misunderstanding on setting a condition with sub conditions. please and thank you

    EDIT - I DID REALIZE I TOOK THIS IMAGE BEFORE CHANGING CONDITION it's not > 0 it's set to NOT EQUAL zero

    I realize it would fire off if set to > 0

  • Playing on Galaxy S2 works fine for me and also on my tablet

  • Very neat - gratz on the certification approval...

  • Thats nice concept - build on road hazards ext could be interesting... nice work

  • Looks - great going to download at home and try it out...

  • the problem is that I can't get the sprite, or text object to position itself center screen from where the player is at that point..... isn't windowwidth and windowheight used to find the CURRENT window size??

    it's a side scroll platform so so say at the end of the level the part visible to the player how I find them dimensions and place the text center screen to that?

  • you should SO make a tutorial and explain all this step by step great concept for puzzle game and other things.

  • Hello All - I have attached an image for my project as you can see by looking at it GameOver is spawning way over at the start of the level.... I have it set to set position when player dies to WindowWidth - Self.Y) / 2 ext for both y and x

    by the time the player gets to the end of the level game over is no where in sight???

  • ok so here how I finally got around this - all keyboard input is now tied to a boolean alive... when he makes contact with enemy boolean set to false and all input to animations is killed....

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  • player is overlapping enemy is the last entry in the events... number#26 already?

  • ok well strange enough I was doing this on my actual project and the result was the above - however doing this on the sample I provided has the player not taking any input after he hits enemy... so what do I have in my project that is making him bounce back to life....

  • Ok so this did work to a certain point however it plays the death animation but still if I press left or right he jumps back up ( dont move) but gets into another animation position

  • Hey Guys/Gals

    I have attached a capx file for viewing.... something I'm battling right now in a game I'm creating is that when the player comes in contact with the enemy I have a nice little animation of him dying.... problem is and illustrated in this is capx is that if I keep pressing something after touching the enemy he simply goes into another animation and the game keeps going.. how can I have the dying animation play out then be done with the level restart the layout... I tried turning collision off after making contact but that in return drops the boss of the platform? if that makes sense thats what happen.... I tried setting up VAR's to track if he has been touched by the boss and if he has to enter him into a dying mode and if not he is in alive mode but that got messy... any ideas?

  • where I get the trigger once from?