fernandokolbe's Forum Posts

  • How about trying Rex's great Pause plugin?

    I've been using it for my game and have never had an issue with it

    Ty I'll try that as well. But it seems to be based on timescale too. I'm confident it might be what the user above you wrote, I indeed have a lot of "Every tick" in my event sheet. :S

    But ty anyway.

  • have you tried to setting up groups It may be the every tick keep checking but cannot move so it goes into infinite. I had that problem a while back. Try changing it to where if the timescale is at 0 and 1 to a respected group so that you could disable the group so that It isnt constantly checking the variables

    Damn, it might be exactly that.

    I have tons of "Every tick" for a lot of different stuff. But how can I disable a group? I'm not exactly sure what you mean. Toggle disable? And you mean an event group, or aa object group?

  • So this is the pause system I've created:

    Problem is when I press "N" (to decide not to quit and to go back to the game, setting timescale to 1.0 again), if I left the game paused for lets say, 30 secs, 1 min, the game comes back like 1fps for like 5 secs until it recovers.

    Is there a reason for this? Is my pause system bad or incomplete?

  • Really wanted to use it, but now I need invite to register and I still didn't received mine.

    There should be another way to download it.

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  • Set to 4 direction, not 8 direction.

    I dunno if this is outdated or if there is a better way, but when I needed i used this tutorial: https://www.scirra.com/tutorials/791/4- ... -animation

  • The title is not completely clear due charactere limitation, but what I want to do is:

    I will add lets say, 5 solid sprites, that are like walls, to my top down shooter, they will create some kind of barriers as game progresses making the player's dodging and movement limited.

    They will begin invisible and will become visible as the score increases. That I know how to do.

    But I want that, at each play, as the game has only one level, the order is randomized.

    So I was thinking about this:

    If score > X, set choose(wall1,wall2,wall3,wall4,wall5) visible

    This first part I get. But when it comes to setting the rest visible, when the first was random, is the problem. Should I create all possibilities independently? Like:

    If score > X² and wall1 is visible, set choose(wall2,wall3,wall4,wall5) visible

    If score > X² and wall2 is visible, set choose(wall1,wall3,wall4,wall5) visible

    And so on. And what is worse, is that I should all variables for each instance depending how many walls are up. For example:

    If score > X³ and wall1 and wall2 are visible, set choose(wall3,wall4,wall5) visible

    If score > X³ and wall1and wall3 are visible, set choose(wall2,wall4,wall5) visible

    So you can see how a pain that would be.

    What I wonder is if there is some easier way to do that.

  • What I want to do is, when 2nd wave is reached, that is enabled by reaching a certain score, all enemies in the screen are destroyed.

    But after that, I want the spawning of the enemies of the 1st wave to continue the way they were.

    I'm adding "If score > or = than X, Enemy Destroy"

    But they never spawn again after that.

    Tried with subtracting all health, didn't work either.

    Any suggestions? Will I have to create a whole new spawn event for each wave or can that be done simply?

    Hey guys. This might not be the best place to ask, but thing is, but I'm not understanding this plugin.

    Does someone have a .capx file that showcase the use of achievements that I might take a look to understand better how it works?

    Thanks!

  • I have 3 songs for soundtrack, in 3 audiofiles. What I want to do is, when the first finishes, the second plays, and when second finishes, 3rd plays.

    But can't find a way to do that. Anyone?

  • Are you some kind of Wizard? That worked p-e-r-f-e-c-t-l-y. Like a charm. Thank you so much.

    Just one question out of curiosity, is "N", "S", "E," "W" by default recognized as directions by Construct 2? So whenever I use these texts as variables, it will read as directions?

    not the best version, but the easiest to understand

    The global variable is TEXT and it just stores from which direction the enemy should appear

    Edit: North, South, West, East

    check the variable and place it slightly out of the layoutSize (30px)

    to check if it is working just replace 30 with 0

  • So I used a template to make my game, and I can't understand how variables work.

    Problem is my monsters are only spawning from the right, I want them to spawn randomly from both sides, and up and down. In short, from all directions. And all from outside the window.

    How to do that?

    These are the numbers:

  • The bullet behavior has a property "set angle", set that to "no" and the rotate behavior won't change the angle of the bullet's motion.

    That worked like a charm. Thank you very much!

    I've not tried to do what you're trying to do before, but if bullet movement is fundamentally messing up what you want to do, why not make a container object that has an invisible bullet behaviour object and a separate visible sprite that does the rotating animation laid on top of each other?

    Thank you too, but R0J0hound's solution worked for me, and it is simpler! As I'm a newbie I'm gonna stick with that for now!

  • Use the rotate behavior.

    Oh, ty but I forgot to say. The object needs to move AND spin, so I'm using bullet behavior, and its because the bullet behavior that the object instead of spin on itself is making a circle movement.

    Is there any behavior instead of bullet to make an object move by itself?

    The object is like a meteor that goes crossing by the screen in a straight line and you have to avoid it.

  • So, I was trying to look for an answer, but all I got was to make it spin/rotate like the sun, in a orbit.

    But I want the object to spin, like this:

    Any ideas?

    EDIT: I forgot to say. The object needs to move AND spin, so I'm using bullet behavior, and its because the bullet behavior that the object instead of spin on itself is making a circle movement.

  • These are all events I have set up for my enemy.

    Its a top down shooter.

    But lets say, that when I run around them in circles, they tend to overlap each other and even get like 4 or more together looking like its only one. Like this:

    Tried to add "Solid" behavior and didn't work.

    Any ideas?