granpa's Forum Posts

  • You add image points in the image editor of construct classic , click on your image to bring it up and you will find it at the bottom of the left icon panel . After highlighting it a panel appears in the middle of the upper panel , just click the add button (appears as a +) and add as many as you want . You can position the points with mouse or numpad .

  • Just a thought , what if you compared the bullets angle and then added to a variable , according to the manual............AngleOfMotion

    Get the angle the bullet is currently moving at (which can be different to the object's angle), in degrees. This changes when the bullet bounces , might be worth a try ?

  • In your key down arrow event add two more conditions and invert both of them.....on key left arrow down and on key right arrow down , I was going to do so and save and re upload the cap but you must not be using construct r2 as I got a saved in an older version message. here is the link for the last latest release http://sourceforge.net/projects/constru ... ecommended

    When you do your up animation make sure you do the same for it.

  • Old school Trig: Make invisible object and have it rotate every tick. Make actions for the orbiting object........set x to invisible object.x+(cos(invisible_object.angle)*100) and set y to invisible object.y + (sin(invisible_object.angle)*100) . You could replace the 100 with whatever distance you want or use variable's that change . This also works with spiraling orbits with a few additions to code . Tan is not relevant in this situation .

  • +System Every X seconds ->System Create object (bonus) at random(x),random(y)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This might work..........+system Pick overlapping point

    Pick all instances of a given object type that are overlapping a point in the layout. The given X and Y position in the layout will be tested against the instance's collision polygons.

    replace the x and y with the x and y of the image point of the sprite you want to check , i found it in the manual under system conditions .

  • The Image editor gets the least amount of attention and yet is so vital to the package in general , even an occasional update would be welcome .

  • Put the health bar on another layer and set its parallax scrolling to 0,0

  • Look up the platform behavior in the manual , you can turn off the controls and then simulate them with events .

  • Oh and if you restart your level make sure you set your global to its initial state or it will start off at it's last setting .

  • Sorry I was not more specific and actually you need two variable's. A object variable and a global.

    space key is down

    (subevent) object variable greater than 0--->subtract 1 from object variable

    (subevent) object variable =0------->spawn bullet

    ------->set object variable to global variable

    on collision between player and powerup---->destroy powerup

    ----> subtract from global variable

    ---->set object variable to global variable

    Play around with your initial settings , set your object and global variable's the same initially and subtract from your global an amount that gives you the speed increase that you want , remember 60 ticks per second or what ever your fps is. So if you start with 60 and then subtract 10 every time you hit a powerup your spawn rate will increase as per powerup's. You might want to clamp your global variable so as not to go below a certain number . Hope this will help and is more clear !

  • Objects rotate on their origin points , so make sure the hands on your clock have an origin point at its end , or close to it.

  • Use a global variable, Space is down , every (global variable) , do something , on collision with powerup , decrease global variable by what ever you want.

  • Check out the custom movement behavior in the manual , it might be what you are looking for ?