dop2000's Forum Posts

  • It's hard to understand what's going on by your screenshots, but I believe the reason for your problems is "Wait" action.

    You are creating multiple Wait threads, that can clash and produce unpredictable results. You should never use Wait in events like these.

    I recommend adding Timer behavior to your character. Disable controls, start "Ignore" timer, use "On timer" event to re-enable controls.

    The huge advantage of Timer behavior over Wait is that you can control it - you can restart the timer for a longer time if needed, stop it, pause (by setting object time scale to 0), calculate elapsed and remaining time etc.

  • Hola to you too! This forum is in English.

    Try this:

    Enemy MoveTo is moving
    Enemy compare X >(player.X-50)
    Enemy compare X <(player.X+50)
    Enemy compare Y <player.Y       -> Enemy disable MoveTo
                                       Enemy enable Platform
    [/code:15mmfph5]
  • I have used the scale outer but it is going to the side in the output

    You need to allow unbounded scrolling in layout properties.

    Also, don't increase the window size! Increase the size of your background sprite, or tiledbackground objects, or whatever you are using for background. Your background should be bigger than the window size.

  • We are not psychics here, you need to post your capx file.

    Remove "http://" from the link and add a few spaces, e.g.:

    google .com

  • Please post your capx or a screenshot of your event sheet.

  • You can extend your background by about 20% on each side and use Scale Outer, as described in this tutorial:

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • I have no idea. You should open a new topic, or post in the comments to Q3D plugin.

  • You are doing something wrong. Please share you project file (.capx)

  • Check collision polygons on both the block and your character sprite (in all animations).

    For platformer game it's best to use a simple invisible rectangular sprite with Platform behavior, and pin your character to it. It can help to avoid many problems related to collision polygons.

  • Did you disable both collisions and Platform behavior?

    If this doesn't work, then don't disable anything and use my second solution from the comment above - ignore collision with bullet if Dead animation is already playing.

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  • You forgot to move the coin to BG layer. And this will only work if your Coin and CoinCount are on layers with different parallax setting.

  • No, On Load Complete is triggered when you load a saved game.

    You can add a global variable "EffectIsShown". Check if EffectIsShown=0 and run that effect, after that set it to 1.

    The only problem with this method is that if you are resetting global variables when the game is restarted, this variable will be reset too. To avoid this, you can use local static variable, or an instance variable on some global object.

  • Is the Coin-Counter-Sprite located on a separate layer with 0 parallax?

    You will need to move the coin to that layer (using "Move to layer" action), adjust its position and then enable Bullet.

    Converting coordinates between layers with different parallax is a bit complicated.

    Say, if you need to move the coin from layer "Main" to layer "HUD":

    Set newX=CanvasToLayerX("HUD", LayerToCanvasX("Main", Coin.X, Coin.Y), LayerToCanvasY("Main", Coin.X, Coin.Y))

    Set newY=CanvasToLayerY("HUD", LayerToCanvasX("Main", Coin.X, Coin.Y), LayerToCanvasY("Main", Coin.X, Coin.Y))

    Coin move to layer "HUD"

    Coin set position to (newX, newY)

  • What's wrong with Bullet behavior? Disable "Set angle" in Bullet properties, set angle of motion to angle(coin.x, coin.y, destination.x, destination.y) and it should work.

    If you want a nicer looking movement with acceleration/deceleration, I recommend LiteTween or MoveTo addons: