Fistmaker's Forum Posts

  • Odd. I did not see this error when I tested your capx. I am using Chrome and this did not happen once. Are you using a different browser? Is it updated?

  • Played around with your example. I can see that sometimes the player will fall off of the edge of the platform or jump through it. I corrected this by adjusting the Collision Polygon of your moving platform. Just bring the edges out and it works just fine. Easy fix!

  • Family Variables will eventually be implemented according to what I've read. I am doing what you described by using global variables and setting them when I change layouts. It works fine for now!

  • Your first post is correct. You can use Tags to identify what to turn up or down via the Set Volume command in Audio. Just use the Tag you want to increase or decrease by dbm.

  • This worked EXACTLY as I needed it! Thanks so much! Also, where can I find a list of internals like that? I have some programming experience, and I have noticed I can use some class based functions (self.whatever), I guess that I missed some reading somewhere. Thanks again!

  • So, I'm trying to get an arrow to point in the direction of an enemy ship, but my radar is on a Layer with Parallax set to 0,0 for my HUD. It won't point towards an enemy if it's on a different Layer. If I move it to the layer the enemies are on, it scrolls off screen. I've tried to Pin and Anchor the arrow, but it either stutters, or doesn't stay where I put it. Is there a way around this? Is it possible to have the arrow point relative to the enemy to my ship? Any suggestions would be very helpful!

  • If you haven't done so, take a look at the basic tutorial here:

    http://www.scirra.com/tutorials/37/beginners-guide-to-construct-2

    This goes over the basics of what you'll need for most basic games.

    To answer your question though, just set up an event for when your character's sprite is overlapping the coin sprite. You can then add to whatever counter you've set up, and have the coin destroyed.

  • You can set your Sprite to Rotate towards Mouse.X and Mouse.Y I have used something similar with a WASD setup. Just set your sprite to Rotate to Position, Set the degrees to at least 0.1, and have X = Mouse.X and Y = Mouse.Y. That's really all you need to do aside from setting the bullet speed. Hope that helps!

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  • Hello all! First post here. I've been working on something for about a week and I can't seem to figure this out. I looked around in the How do I? and Tutorials but didn't find anything. So, here I am.

    Basically, I have two sprites, one controllable, and one bullet. I have given both sprites the Scroll To behavior in an effort to have the layout scale to keep both sprites on screen. This works until the bullet goes outside the screen.

    How would I get the layout to scale outwards to keep both sprites on screen? Or, how can I just have the screen Zoom out until both sprites are on screen again?