dop2000's Forum Posts

  • You can set target angle to this expression:

    LiteTween Set Target to (currentlAngle<180 ? 0 : 360)

    This means "if current angle <180, then target angle 0, else target angle 360"

  • Mouse : Cursor is over object -> display info

    Else -> Remove info

  • Here you go:

    https://www.dropbox.com/s/tetv3j8m1psww ... .capx?dl=0

    I suggest you use MoveTo or LiteTween behavior to move menu items instead of lerp. You can get much nicer looking movement and you'll be able use events that trigger when the movement has ended.

  • And what do you expect to happen?

    Here is a demo:

    https://www.dropbox.com/s/m61bf4o4tclbj ... .capx?dl=0

    Run it.

    Change the date on your PC to tomorrow's date.

    Run again.

    Change the date on your PC to the day after tomorrow's date.

    Run again.

    Change the date on your PC to next week date.

    Run again.

  • AnD4D Just set the target angle to 360.

    It doesn't work like "anglelerp" because you might want to rotate from 0 to 720 for example, to make two full rotations. Anglelerp in this case will not move at all.

  • Enemy-> On destroyed
    (press B to add a sub-event)
          System -> Compare two values -> random(10) is less than 1   :   Enemy -> Spawn PowerUp[/code:2wzdw65n]
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It's a demo...

    It adds this date to a timestamps and shows how many days in a row the app was running - "0"

    Then it adds another date and the number of days changes to "1".

    You will need to add a real date to the timestamp, every time your app starts.

  • You can do something like this:

    On enemy destroyed
       random(10)<1   :   Enemy spawn PowerUp[/code:2ro2445l]
    
    Every time an enemy is destroyed, there will be a 10% chance to drop a power up.
  • Many possible solutions.

    You can add a variable "TouchEnabled", set it to 1 when the game starts. Change your event to this:

    On button1 touched

    (and) TouchEnabled=1 -> Set TouchEnabled=0 ; do stuff

    Then set TouchEnabled to 1 again when you are ready to ask the next question.

    Also, I suggest you use "On tap object" for buttons.

  • I think by "height" he meant "distance" - after bouncing off solids the object should travel the same distance back.

  • If you are talking about sample capx from this page, just replace "Browser Log" with "Text set text"

  • You need this plugin:

  • So your PlayerBox sprite is 32x32px.

    Create a new sprite, size 50x100, name it PlayerFallingBox. Add Pin behavior. Make it invisible.

    On start of layout set its position to PlayerBox and pin it to PlayerBox.

    Change your event to something like this:

    PlayerFallingBox on collision with Enemy

    (and) PlayerBox is Falling

    (and) PlayerBox.y<Enemy.y -> Subtract 1 from Health

    So this bigger PlayerFallingBox sprite will only be used to detect collisions when the player is falling.

    In all other events continue to use PlayerBox.

  • maxwell88

    Capx example displays everything in Browser's console log. Press F12 in the browser, you'll see.

    As I understand, you need to do this:

    Every time your game starts, load Timestamp from local storage. Paste today's date, save timestamp to local storage (AsJSON).

    To get the number of days in a row your app was played, use DateInARow.ContinuousCount( ) expression.

  • Check out the Time Away plugin:

    You can use it to check how long the app was inactive and award a number of points depending on this time.