GenkiGenga's Forum Posts

  • Hey Ryry,

    Yeah it is possible (with or without families) and you were close but you just needed to add 1 last instruction, the location of where you want each card to snap back to.

    Here you go: https://db.tt/F6Ypg0LE

  • Does look really cool. I love that art in your second post of the ships in space. Interesting mechanic having the player fire manually (could possibly make it hard though later on because people normally focus their eyes on a small area around the ship to avoid getting hit). If you could switch between manual firing mode and an auto mode (that just fires straight ahead) then that would be ideal imo.

    Perhaps firing in manual mode could do more damage?

  • Hey Shadow, the problem with it is that in event 2 in your movement sheet is asking if the speed is not only less than but also equal to. So you can be at the max speed and that accelerate will still be trigger-able. I know that the event below should set it back to 200 (but there really is not much difference between 200 and 200.00000000000003).

    In event 4, switch the else action to set speed to 199 instead of 200 and it works as intended (it just doesn't look pretty).

  • You must have a condition that is not being met mixed in with your every tick category. Try and recreate it in a new project to make sure it is working as you imagined - then, if so go back and check your code with a fine tooth comb and you will find the offender.

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  • Nice track Tulamide, lots of variation. Keen to hear some more.

  • No worries,

    Sorry I should have been a bit more clear on what I meant about the wait command. It's not that using it is bad in itself, I just meant making long events (where you are doing lots of unrelated things) can be troublesome in that it can lead to unexpected bugs late in the project that take a lot of time to find and fix.

    For instance, even with that simple function above - lets say it gets called and then a split second later your player kills the boss. Now that boss will fire his second barrage (even though he is dead) unless you get ride of the sprite immediately on death.

    Here is how you would do it safely:

  • No worries!

    I have been listening to a bunch of them over the last couple of hours, pretty blown away with the quality. That is definitely another awesome one, loving it from around the 5 min mark onwards.

    This is also another excellent one from ff8 :

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  • Hey Moe,

    Sometimes this kind of thing will happen (also happens with some collision events when moving fast) and the easiest way I have found to deal with it is to manually set it back to our desired angle (or position) when it overshoots.

    Here is a working version of your cap: https://db.tt/fJ9rzXfm

    We have added a new variable to the boss object called "SpinAngle" and each time we make it spin we just add 90 to the amount.

    Just a piece of advice, although it is undoubtedly easier to make a long chain of events using the "wait" command - from my experience it ends up being very difficult to work with for a number of reasons. If you can, stick to trigger style events (that is, activate a spin function, when the spin finishes activate the shooting function etc).

  • Sure some of you would have seen these due to the amount of views this guy already has but if not it's worth checking out if you are a fan of old school console music.

    Some good ones I found so far :

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    -SF2 Guiles theme

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    -Mario RPG forest theme.

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    - Chrono trigger theme.

    If you have played final fantasy 7, check this one out :

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  • I kind of agree with Newt that there is still plenty of opportunity to become successful using C2 (if you factor in the weaknesses of the platform when in the design phase). Still, the heart wants what the heart wants

    Best of luck guys. Look forward to seeing your progress regardless of the engine.

  • Hey Dirk, this is an example of how to pick other objects of the same type after selecting a single instance. You will still have to modify it to meet your needs but this will get you started.

    https://db.tt/kc0HoToq

  • Here you go.

    https://db.tt/tvodvsJR

    It's not easy because you have to take into account the moving position of Mouse.X (as the screen scrolls the X becomes greater).

  • Hey Nico,

    So for a 'text box' object. If you have clicked it and input some text, You can then save it to a global variable (make sure it is a text variable not a number) by just adding an event (or a button) that records the full text.

    Looks like this:

    On Enter Pressed -> Set GlobalVariable to TextBox.Text.

    --------------

    Later when you want to show that variable in a 'text object' it looks like this:

    On condition met (any condition you like) -> TextObject - set text to : GlobalVariable

  • Hey Hiro,

    https://www.scirra.com/tutorials/346/on ... sql?page=1

    Pretty old tute but still works.

  • Hey Crynof,

    If you click on your time object in the layout you will notice on the left hand properties section that it will have a different "layer" to your graphics. This layer is likely set to not scroll (unless you are setting the time to stay in the middle via events).

    You have some options really, set it to (or set up) a layer that doesn't scroll. Give it the anchor behaviour via the behaviours or set it via events using maths with viewport calculations.

    If that sounds confusing then check over Kyatrics FAQ as I am sure you will find your answer there with a helpful example cap.x