fm4fanAT's Forum Posts

  • hopefully you enabled autosave and/or backup in the C2 settings

    The autosave is in the same folder as you project

    and the backups wherever you choose it to be (settings)

  • I had to restart Construct2 after the Java installation - then it worked for me.

  • You mean like a platformer where when you go back you see another environment?

    So because I don't know what you want here are just a few thoughts.

    If it should happen at a certain stage then I would try it with an invisible hitbox.

    So when objPlayer goes back you just check with another condition if the hitbox is now gone or set a variable.

    If you want it all the time - then I would try to create or set the new environment visible as soon as it is e.g. 100px outside of my window . And at the same time destroy the old one (or set invisible).

  • Line 18

    Here you set the local storage to the TEXT "Score" !!!

    Change it to the variable Score and you are ready to go

    But you have to clear your local storage once before it works

    In debug mode I just looked into what was stored and problem was solved.

  • Hi, please save the whole project as a single file (capx) and upload again

  • here is a solution without math

    In this case it's 45 degrees and I just made some additional image points to my sprite 1 object

    Edit: Sprite1 could be an invisible helper and you set the image point wherever you like (like 12 image points around the Sprite1)

  • You can set a global variable when you push the button inventory.

    Or you can make the inventory on top_layer in each level. With a call function you only need the code once.

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  • Hi and THX for the feedfback

    lvl2 - I know that it is kind of long, but on the bright side - it isn't a bug. It should confuse you what is going on

    lvl3 - yes all levels are made for mouse / or touch (except for one level where you can also use keys to make it simpler)

    hint it is clicking

    lvl4 - is the first difficult one. Here you have to remember what you did to figure out how it works (if you found the system it's very simple)

    Edit other Hints: Level3 all depends where you click, Level4 the position of your clicks are not important

  • I think this tutorial is exacly what you need

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  • Hi,

    I think toonz is a little bit overkill - but I hadn't time to try it so...

    If it's just a health bar then I would suggest a plain picture editing program

    like if vector based

    or pixel based

    make different states of your health bar and import

  • R0J0hound and 99Instances2Go

    THX for clearing things up for me

    I don't know if this is a bug or a feature and I'm new in C2 so I just was surprised

    And I don't know which elements are affected (but I think all of them like timer, wait, ...)

    A small example:

    Let's build an Astroids clone where an object appears every second and if you have shot 99 astroids your game ends and shows the time it took.

    The obj_Astroid - thanks to eg. behaviour bullet which uses dt - will always move the same speed. Doesn't matter which hardware.

    But time... (kinda worst case)

    Now the classic way of doing it would look something like

    every 1 sec | create obj_Astroid

    if g_counter >= 99 | set text to wallclock

    So if I run on a fast computer I can finish the game in 100seconds

    On a slow one the objects appear only every 2 sec in RealWorldTime so I can only finish in 200sec (easy to paly but bad time)

    now I change set text to time

    The slow computer still gets an obj_Astroid every 2 sec but the finished time shows 100 even if RWT is 200 (almost like cheating)

    build custom x seconds

    maybe solved - but only time will tell

    I still think I will use every x second in future, but now I know that I can't use CS2 the easy way for e.g. Speedrun Games and think about "timed levels" a little bit longer

  • Hi, still confused

    99Instances2Go - tried your file and was surprised that a single (empty) loop has such an impact

    So with your capx I got following result

    10 sec time = 13 to 30 sec wallclock / real world time

    result depending on browser and if the computer is busy with something else (so sometimes WAY off)

    Now one of my problems with time:

    if I make an event like every x second

    then actions inside the "every 1 second" runs completely depending on the computer speed (so maybe only 3 times in 10 seconds real world time)

    So I can't trust C2 that 1 second is really one second and have to make a big workaround with wallclock?

  • You can pack all the stuff in a group and disable it. Or set some object to timescale = 0

    Edit:

    Or make an instance or global variable. And add a condition to every event like if player is alive.

  • KaruiMao

    you don't have to watch the whole video. That's why there are links to different stages of the game. And Video 2 is "Bombs, Explosions, and Power-Ups"

    so I looked into the video and it's definitely not long (speed it up or jump to stills where you see the event sheet)

    https://youtu.be/88-wOyNJ9Ww?t=925

    But I can't give you a better or shorter version - without your capx or a specific question it's hard to know where you are or what you tried.

  • Would look something like this