dop2000's Forum Posts

  • Could you share your capx file?

  • Did you upload windows shortcut file - DeadByRicki.lnk?

    Please save you project as a single file in C2 and upload the capx file.

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  • If you think that conditions are overlapping, try adding "else":

    EnemyAI X < Player.X = EnemyAI set dir to 0 Moving right

    Else

    EnemyAI X > Player.X = EnemyAI set dir to 180 Moving left

    Else

    EnemyAI Y < Player.Y = EnemyAI set dir to 90 Moving down

    Else

    EnemyAI Y > Player.Y = EnemyAI set dir to 270 Moving up

    If this doesn't help, could you share your capx?

  • set Text to "@"

  • If by "first" you mean first created, then you can do System->Pick Nth instance event.

    Or you can access instance properties without picking it, by using the expression Sprite(n), where "n" is the instance number (IID).

    For example: Sprite(0).X

  • Zebbi I don't like the idea of using pathfinding. With pathfinding the sword will eventually get stuck somewhere.

    If this was my game, I would probably do this:

    Launch the sword using Bullet behavior with deceleration and maybe small gravity. While flying forward, it bounces off walls and other obstacles, kills enemies. When it's flying back, it flies through obstacles. You can set its opacity to 50 or add some other visual effect to make it look like a "ghost" sword on the way back

  • mekonbekon That too, probably. But if you set values >100 to all three parameters, the sprite should become white, not black.

    So the problem is that the function can't access an instance that has just been created.

  • Try adding "Wait 0" between "Create object fx_echo" and "Function call"

    You need to wait 1 tick for object to be created.

    Another (better) solution would be to pass fx_echo.UID to the function as a parameter.

    Inside the function use "fx_echo Pick by Unique ID"

    This will allow to pick a newly created instance of the fx_echo object before it actually added to the layout.

  • Easiest way - with MoveTo behavior:

  • Like I said, it's quite easy:

    https://www.dropbox.com/s/p40ibb75m9g8z ... .capx?dl=0

  • Your link got shortened and doesn't work.

    Try posting it without the "http://www" part

  • You are probably picking the wrong portal in your events.

    It's hard to tell without seeing your project.

    Could you share your capx?

  • You can probably do it with tilemap.

    Or try Paster plugin:

    Or a combination of Tilemap + Paster.

  • Wossi

    Try not to use pin, bullet, sine or any other similar behavior with Physics object.

    It's an official recommendation from Scirra:

    it is highly recommended to control Physics objects entirely via the Physics behavior (by setting forces, impulses, torques etc.), rather than trying to manipulate objects by Set position, Set angle etc.

    (...) For example, setting an object's position or angle will cause Construct 2 to teleport the corresponding object in the physics simulation to the object's new position, which does not always properly take in to account collisions. The same is true of using other Construct 2 behaviors at the same time as Physics.

    I don't know if it's applicable in your game, but maybe you could disable physics behavior when it's not required, then you can manipulate objects with Sine, Bullet etc. Re-enable physics when it's needed.

    If you are only using physics for its gravity, you can try Bullet or Platform with gravity instead.

  • #5 is one leaderboard for each chapter (a group of 10 levels). So 20 leaderboards in total.

    I was thinking that high score in this leaderboard will be a sum of scores in all 10 levels of the particular chapter.

    Are you saying that I should make 200 leaderboards instead?