inquiesco's Forum Posts

  • There's a few settings for the Rope style you can tweak, but they're not of the Rope setting itself. Because you're using Physics the mass of your player object counts, so the heavier the player, the less likely it is to bounce around unless subjected to excessive force. If you lower the Rope's string factor and raise the player's mass he shouldn't bounce around as much. How much to tweak is a matter of trial and error.

  • Great tile-set! Hope it sells well, looks really, really good.

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  • For future, no-one answering can mean people are thinking, your thread wasn't even a full day old (21 hours if you want to get specific). You're not meant to make multiple topics (or constantly bump your thread, in case you get the idea to do so) to get attention because you desperately seek help, who knows, maybe people can't solve a particular problem easily so it takes longer to reply? Patience is a virtue. Hopefully any issues you have are now rectified at least.

  • EDIT: Oops, I misunderstood your question, sorry! I thought you were wanting to change individual instance variable data on an event. I'll leave the post here though in case that particular tidbit of information helps someone, .

    You can target specific instances and set the variable data using UID.

    For example:

    ** Make a global variable called objCollidedWith **

    Player -> On collision with object

    -- objCollidedWith = object

    object-> Pick instance with UID objCollidedWith

    -- sets variable for this instance only

  • fluke939 Aww, I only just saw this now thanks to SeriouslyCrunchy 's semi-bump, . It looks like a fun initiative to take part in! Is there one planned for October?

  • I hate Adobe's new cc model.

    Completely agree, I hate the cloud idea, regardless of my net being shaky at times I like to actually run the software on my PC, not through a restrictive connection. So, I bought CS6 through EBay and it'll be my last ever Adobe purchase as the suite has everything I'd ever need. Besides, the features they roll out through each new version are barely worth an upgrade cost, they're that inconsequential to many. Their monopoly on the graphics market hasn't been good.

  • In case this doesn't get seen A.S.A.P (unlikely, as Ashley and Tom are very attentive) I'll tag Ashley and Tom in here for you. Additionally, welcome to the C2 community!

  • togamario I can echo 's statement; that's a nice tile-set and for a nice price, too. Hope it sells well for you, .

  • Haha, happy to help, .

  • mariogamer When are you wanting the sound to be triggered? On enemy spawn, when in the player's LoS, when they shoot at you, or...?

  • How's this? Hit E while an object is selected to invoke it's Bullet behaviour (fires the object when Left-click is released), and Spacebar to rotate it.

  • Edit: Deleted my post because I decided to try implementing it in a .capx and there were some issues. Hold tight, working on a .capx at the moment for a fun challenge, .

  • Giganten You can pre-order the Digital Mercenary Edition which is 35 pounds (40 euro and 50 USD) which gives you a bunch of additional things upon launch, and is cheaper than the game will cost upon launch.

    Still playing and it's a lot of fun!

  • heromedel You could spawn a transparent 1x1 sprite object to a position you want, then move the moving object to that sprite's location. With your example, let's say you press the Left arrow and want to move -32. Give the moving object the Pathfinding behaviour to save some events.

    Please keep in mind this isn't tested, but the logic works, . The idea is to make a variable you can toggle to make the transparent sprite only spawn once, and when it's spawned while holding the Left arrow, the moving object will move to the transparent sprite. When reaching the destination, the transparent sprite is removed.

    *Make a global variable called objPositionSpawn and set it to 0*

    Keyboard -> Left is down

    --Player -> Find path to objEndPosition

    --Player -> Move along path

    (These are sub-events )

    System -> objPositionSpawn = 0

    System -> Create object objEndPosition on layer x at player.x - 32, player.y

    System -> Set objPositionSpawn to 1

    Player -> On path end

    --System -> Set objPositionSpawn to 0

    --objEndPosition -> Destroy