dop2000's Forum Posts

  • The only way to do this is using "Compare tile state" condition.

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  • Set text to int(t) & "." & zeropad(int((t-int(t))*100), 2)

  • You don't need to recycle them, you can destroy and spawn new meteorites.

    Try this code:

    Every 0.5 seconds : Create Asteroid at (random(layoutWidth), -300)
    
    Asteroid compare Y>2000 : Asteroid destroy
    

    .

    If you do need to wait 2 seconds and teleport the same meteorite back to the top of the screen, you can do something like this:

    Asteroid compare Y>2000 : 
     Asteroid set position to (random(layoutWidth), -300)
     Asteroid Bullet set disabled
     Wait 2 seconds
     Asteroid Bullet set enabled
    

    You can check out the game I made some time ago, here is the project file:

    dropbox.com/s/kpyb2c64cgvrzoh/DamagedControlsGame.c3p

  • This is normal. If you need objects not to be destroyed at the end of layout, you should set these objects as global.

    Note, that if you have a global sprite on a global layer, and you switch to another layout with this layer, you'll end up with two instances of this sprite.

    So you should probably do something like this:

  • Shift+Enter should add a new line.

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  • Difficult to tell without your project file. If the car sprite has an animation playing, check that the origin point is set in the same position on all frames.

    Or it may be an issue with scrolling.

  • You can set a very high rotate speed or disable rotation in Pathfinding properties.

  • When these two global variable both reach, only the first action 'set animation frame to 3' can run.

    This event runs on every tick - which is about 60 times per second. That's why animation frame is constantly set to 3, and all other actions after "Wait" never happen.

    You need to add "System Trigger Once" condition to this event.

  • 1280x720 is a bit low for today's monitors, I would choose at least 1920x1080. But if your game is played in a window or on a web page, 1280x720 may be enough.

    The idea is that you choose one resolution and make all graphics assets for it. If the image in your sprite is 300x300 pixels and you have to resize it on the layout to make it 50x50 - you are wasting a lot of memory. If the image is too small and you are enlarging the sprite on the layout - you are losing graphics quality. So ideally most of your sprites should have 1:1 scale.

  • Don't turn off their collisions!

    Use Physics action "Enable/Disable Collisions"

  • Congrats, looks great!

  • Try "On any touch end" with a second condition "Is touching object".

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  • You can ignore it.