DolyGamesCosmos's Forum Posts

  • Hi,

    Well I answered, I think correctly, this forum thread which was about "relative to players rotation".

    You are now speaking about stereo audio, i.e. different sound per left and right speaker/headphone. You can still use my system / suggestion by having then 2 of those "visible triangles" but to the right and left of the player, so triggering is no problem, but I have not learned or seen anything about a stereo audio in C2, so maybe it does not exist or maybe a more experienced person can answer.

  • You said that you use an "instance variable in its (player's) name"

    Why not change this (not use at all) and use only one GLOBAL variable to do this job?

    It can be called PLAYER_POSITION and every time he moves somewhere like GROUND23 you can SET this PLAYER_POSITION to 23.

    Using this 1 GLOBAL variable you always know where your player is and therefore can direct him anywhere you wish such as if PLAYER_POSITION = 23 then put player into position 13.

  • Hi,

    I did not fully understand. You want something to happen to the player when he is on a specific location? That's no problem. You can simply use the "is overlapping" such as:

    PLAYER "is overlapping" GROUND23

    ACTION = whatever you want

    If I did not understand you - sorry.

  • Here you go, I came up with a much simpler solution for you:

    audio relative to players rotation by COSMOS for engberg.capx

    https://dropfile.to/NCUNcxY

  • You are welcome

  • Hi,

    You are totally free to set any of your GLOBAL variables to anything at any time.

    For something like a day change I would create a GLOBAL variable DAY_FINISHED = 0

    Then when whatever you decide to be the end of the day you can add a SYSTEM set DAY_FINISHED = 1

    Then when DAY_FINISHED = 1

    SYSTEM action SET whatever GLOBAL variable you want to zero or anything you want.

    AND

    SYSTEM start a new day by setting DAY_FINISHED = 0

  • Hi,

    I understand. I think the cooldown system I suggested would do that.

    So if the player is clicking or tapping too slow the player will not get the special attack.

    If the player is doing fast according to the cooldown rules, then this attack happens and you can choose exactly what happens such as slowing down the player speed during the attack as you wanted.

  • Hi,

    You just need to use GLOBAL variables, which are visible across your entire project.

    You can create one SCORE

    and another BEST_SCORE

    And then you can add a TEXT #1 and say something like SYSTEM every tick, SET TEXT to SCORE.

    And then TEXT #2 set text to BEST_SCORE

    And then if SCORE > BEST_SCORE set BEST_SCORE = SCORE

    There are also lots of guides/tutorials on LOCAL / WEB storage if you want the player's computer to remember the BEST_SCORE

    Good luck!

  • Hi,

    I will try.

    Isn't it simply creating 2 GLOBAL variables such as Cooldown_1 and Cooldown_2

    because I imagine you want your combo attacks to require fast pressing of a specific instance

    Then you can say on press #1 you do your attack and also set Cooldown_1 to say 0.5 seconds

    Then if Cooldown_1 = 0.5s action Wait 0.5s and set Cooldown_1 = 0

    Then on press #2 AND IF Cooldown_1 = 0.5s then do your 2nd attack and set Cooldown_2 to 0.5s

    Then if Cooldown_2 = 0.5s action Wait 0.5s and set Cooldown_2 = 0

    Then on press #3 AND IF Cooldown_2 = 0.5s then do your 3rd attack

    There you go

  • Hi,

    It is simply on collision with those object you initiate actions such as:

    • jump
    • play spring animation

    or

    • spawn water splash
    • reduce player speed to half as he is falling through water
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  • Hi,

    I don't know your project but there always several solutions.

    You could create 3 invisible sprites and say that when your player is overlapping a specific one of those then you play whichever frame you want.

  • I want to add that what is in your control is:

    1) Controlling the size of your audio files (naturally if you add a huge audio it will take longer to download).

    2) Consider cutting a longer background music audio into half or smaller piece.

    3) Consider abandoning the specific music you like and go find another which is much smaller size.

    4) Use various tricks to keep the player busy while the audio is loading, such as:

    >> Start by showing various game controls

    >> Have a couple of pictures of story. Even 1-2 seconds that the player looks at the story and clicks NEXT adds up to 10 seconds for 3-5 story pics.

    >> Have some settings page giving the player a choice to set volumes or pick colors or whatever. Could be any not-so-important stuff just to buy some seconds for loading.

    Good luck.

  • Hi,

    There are many ways.

    One way:

    You can use the Bullet behavior and say:

    CONDITION: ENEMY Y > ???

    ACTION: ENEMY bullet angle of motion = -90

    CONDITION: ENEMY Y < ???

    ACTION: ENEMY bullet angle of motion = 90

    Another way:

    You can setup invisible objects as a boundary and when your ENEMY collides with the bottom boundary tell it to go up (bullet motion angle -90) and when it collides on the top one tell it to go down (bullet motion angle 90)

    The method you choose to use will depend on your project.

    Good luck!

  • > Hi.

    >

    > You simply say OBJECT on collision with PLAYER >> spawn your explosion, add your score, then OBJECT destroy

    > and that should destroy only the object that collided

    >

    > Another tip that you might need, there is a SYSTEM select random instance which is useful to pick one out of many instances.

    >

    > Another possibility is to put a condition to OBJECT that OVERLAPS the player, which will then only apply to those specific instances which are overlapping. This is useful if you have for example a planet that has an atmosphere and if a plane flies out then it would be destroyed via NOT overlapping atmosphere.

    >

    > Good luck!

    >

    Thanks!!!!!!!

    My pleasure

  • What about a simple trick of setting audio volume based on player angle. That would be just a couple of lines of events like:

    CONDITION #1: Dead / Boom / Whatever

    CONDITION #2: SYSTEM is between values: angle(player.x,player.y,whatever.x,whatever.y) from BLA angle to BLA angle.

    ACTION: Play audio at normal volume

    otherwise play at half or 1/3rd volume