EncryptedCow's Forum Posts

  • Jase00

    I did try that except the problem is that C2 hasn't picked out a specific cake yet. It will always choose based on the first cakes animation.

  • I made this for you. It has health and shield (with recharge)

  • Use a tiled background for the health bar. Have your little tick for one health bar as a single image and set it as the tiled bg. Then, have an event like

    • Every Tick
    • > HealthBar set Width to width of a single bar * Health

    If you want to have some empty space between each bar just put a bit of transparent padding on the sides and dont crop it in the editor.

  • Now this isn't a game but I still wanted to show you guys. I made this on January 10th and 15th. My teacher game me a project for Geology to make a powerpoint and I realized I don't have it on my computer so I chose to do it my way <img src="smileys/smiley4.gif" border="0" align="middle"> I put about 9 hours of work into this (About 1 1/2 of that being research and almost 2 of it actually playing games) I got some MUCH appreciated help from DravenX with the tectonic plate borders.

    View it here

    Now I just hope my teacher likes it enough that I'll finally be passing Science!

    (The starry background, asteroid, cursors, and tectonic plate map are not mine. Everything else is)

  • I would suggest making your own movement events.

    eg.

    While Left Arrow is down

    • >Set X to Object.X-2

    While Right Arrow is down

    • >Set X to Object.X+2
  • Blog doesn't exist anymore :(

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  • It is a condition. I'm talking about the compare Y condition. That way, it will only simulate moving until it reaches that Y value and then stop.

  • You can rotate it in the editor, just change the angle on the left sidebar.

  • Let's say your object is at x=0 and y = 300. You need it to move to y=100 and then stop. You COULD use 8-direction like so:

    Object.Y > 100

    • > Simulate pressing up

    (Make sure you set it as custom movement in the properties)

    Or you could use bullet like so:

    Object.Y <= 100

    • > Set Bullet Behavior Disabled

    (The reason it wants to go right is because it always "forward". lets say your object is a rocket ship facing upwards, to fix this you need to open the object editor and rotate it 90 degrees clockwise so that the direction it needs to go is facing right, then just set the angle to whatever is needed.)

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  • The Trigger Once While True action is your friend.

  • willcode4food

    Yes, go to a board and click the orange New Topic button

  • Theres an action that sets an object towards another object, just do that then subtract 180 from its angle.