If I'm not mistaken, this can be done with this expression in C3:
lerp(0, 200, unlerp(sprite.bboxleft, sprite.bboxright, mouse.x))
Why additional events, waits, trigger once etc.? Just spawn the bullet in the same event you set the "fire" animation and adjust its angle of motion. And give it "Destroy outside layout" behavior, so it would be destroyed automatically.
Gun.Angle + int(random(10, -10))
You don't need int() - it will make the spread slightly asymmetrical.
Otherwise I agree with igortyhon, there is nothing wrong with your gif.
See my previous comment - distance(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))*dt expression should move the cursor faster/slower depending on the tilt.
To add to the previous comment you can use this event to move the cursor:
On every tick :
Cursor move distance(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))*dt at angle: angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))
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I can open your project, but there is nothing in it except for sounds.
Try a different browser, or maybe clearing browser cache and data.
This is a very popular question, try searching the forum for words like arc, trajectory.
construct.net/en/forum/construct-3/how-do-i-8/create-arc-ball-travel-on-172913
construct.net/en/forum/construct-3/how-do-i-8/projectilearc-trajectory-154297
construct.net/en/tutorials/create-trajectory-projectile-1404
construct.net/en/tutorials/trajectory-calculation-two-2586
etc.
After you copied all values into an array, you can use "Array Sort" action. It will sort by the first column, so make sure that it contains the scores, not names.
Try setting Fixed resolution mode - there is a new action in DrawingCanvas object for that.
See Ashley's comment here:
github.com/Scirra/Construct-3-bugs/issues/6236
When you see that error on the screen, press F12 and check console log for error messages - it should tell you exactly what's wrong with the project.
You may have an invalid folder name in your project. See Ashley's comment here:
There is no option in Construct to deal damage to targeted object??
Of course there is. But you need to pick the targeted instance first.
If you want to pick the nearest instance, you can add this condition to "Every 1 second" event:
"Target pick nearest to Player.X, Player.Y"
I suggest you study a few tutorials and demo projects.
Have you tried increasing values in "Set stepping iterations" action? This can improve physics calculations and fix the jitter.
Your "Every 1 second" event subtracts damage from all enemy instances. If you want to only damage one enemy, you need to pick this instance using some condition - for example, nearest to the player, overlapping the player, random instance etc.
I always suggest never using "Trigger once" condition with multiple object instances or in loops.
Here is an updated project:
dropbox.com/s/4r48k7za5sp5kkv/ElectricArcForEachBoxInRange2.c3p