Freddy33's Forum Posts

  • I will try both methods. It's good to learn different ways of working. I appreciate the help from all of you :-).

    I'm probably more of a begginer than any of you!

  • Yeah that makes sense. It can seem overwhelming, but I never thought of programming in the way you described it.

    Terminology does become easier. I still have a long way to go. But I think after my first game, I can start advancing. I am trying to keep things simple but learning bits and bobs as I go.

    I was looking at the events on the featured platform game. I saw to make spikes fall they use (abs) I had no idea what this was, I asked on here and learned it was the absolute value. It's in the manual as well but I learn best when someone explains something to me.

    Construct is awesome, I'm really enjoying it. Do you publish games to mobile with unity?

  • Try this example :)

    https://www.dropbox.com/s/zu38dqshelmku6r/Health_Bar.c3p?dl=0

    This works really well. Thank you.

    I have used this new knowledge and done the events so when the player picks up a potion he picks up the health, it works but wondering if it looks ok? Its my first time using functions. I didnt use another global variable.

    Thanks buddy

  • Hi, thanks for the reply.

    I defiantly agree that the art and design aspect can be quite involved, as well as the events. Thinking about it, the whole process is quite difficult.

    It makes sense about what you say about youtube, I do like to understand about why things work and agree this is a good way to learn. Thanks for the recommendation about object oriented programming, hopefully this will help. I have started referring back to the manual again. Its probably the mot sensible thing to do.

    Hopefully one day I will make it to unity, but I heard you need to know c#?

  • Try this example :)

    https://www.dropbox.com/s/zu38dqshelmku6r/Health_Bar.c3p?dl=0

    Thank you very much for this Javanie, I really like how this is done. Thanks as well pilpgam, I do try and avoid every tick.

    Its all been useful because id wasn't even thinking global variables until plinkie mentioned them.

    Slowly learning which is positive, but it seems I have some basic knowledge gaps. :-(.

    Thanks all

  • Hi all. I have been a member for about 3 months and I think I have come along way working on my game with a fair amount of consistency.

    However there seems to be so much to learn. I'm still getting my head around variables and events. I'm still at fairly basic level.

    I watch you tube videos and pick things up but sometimes I feel like I'm struggling with events.

    Is this normal?

  • Thanks buddy, I will try that.

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  • Thanks, how do I set the heathbar animation to the global variable though?

  • Hello,thank you for the help. I am struggling a bit with events.

    How do I make the player lose a heart every time he is hit?

    I have this health bar animation.

    I have one even > at start of layout, set health animation to frame 4.

    Thanks all

  • Hello, thanks for any help. I am trying to make a ball bounce higher than the default bounce with bullet behavior. I have turned off physics with the ball because things get to funky.

    I have tried playing around with gravity but the ball gets higher then floats away, or starts acting weird and slowing down. Its quite confusing, I just want the ball to bounce high?

    Any ideas please

    ?

  • Thanks bud, it works ok with physics, but I do agree that it can cause issues. It was a setting on LOS that was the issue.

    Thanks buddy

  • Hi, Thanks for your help.

    I am trying to get the snowball to move when it sees the ball. I am not sure why this is not working. Please can you help? I have set the range of the snowball to over 2000, so its defiantly in range. I have physics, platform, solid and line of sight behaviors.

  • o i see, thanks very much buddy, i appreciate you taking your time to help me :-)

  • sorry, please use this one, it works. but it populates the text on the second sign post automatically.