justifun's Forum Posts

  • Yeah, like whiteclaws said.

    Create an invisible sprite and pin it to your character, and put the scroll to behaviour on that instead.

  • To have the enemy attack from a distance you need use the distance() expresssion

    distance(x1, y1, x2, y2) Calculate distance between to points

    so in your case

    system - every tick - compare distance(player.x, player.y, enemy.x, enemy.y) < 20

    ----do actions

    2)

    For the enemy characters turn off the property "has control" if you are using the platform behavior on it.

  • Its super simple. Just use the "count" feature

    construct.net/en

    Compare the sprite count to 0 in your case and if so, goto next layout

    System "Every Tick> - Compare Sprite.count is equal to 0

    goto layout 2

  • im curious to this as well.

  • Create a button

    on keyboard pressed "a" -> textfield.text = textfield.text & "a"

  • Use a sub event to "pick nearest" when distance is below your threshold, then destroy that one it filters out.

  • You probably want to use it in system -> "every tick"

  • Here's the process for using cocoonjs and xcode incase you haven't seen it

    wiki.ludei.com/cocoonjs:xcodeproject

  • One option you might want to try is using a service such as

    macincloud.com

    You can "rent" a mac online for as little as $1 a day.

    You will still be required to have an ios developer license though to publish the app, (not 100% sure about debug versions though)

    Please post back if this ends up working well for you, i'm curious but haven't tried yet.

  • Yup you can use those conditions as well.

  • A development blog is a great way to stay motivated while your work.

  • Sounds like you might be spawning them "every tick" by accident

    add the condition "triggers once while true" to your event that creates the coins to limit it to creating one at a time.

    Can't look at the capx right now.

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  • One easy way to separate movements so that players don't interrupt them is to use some variables.

    eg: in air (0 or 1)

    on ground (0 or 1)

    currentanimation (0, 1, 2, 3)

    etc

    Then add additional conditions to each type of button press so that they only occur when your player is in the correct state.

    eg:

    Lets use an air attack as an example, you probably have a different animation for air attacks.

    pseudo code:

    on keyboard press "jump button" set "in air" variable to "1"

    on keyboard press attack (add a second condition of "In air variable is equal to 1"

    play air attack animation

    else play ground attack animation

    that way it will only play the air attack animation if the player is in the air.

    hopefully that made sense lol.

  • Would you technically need to re-frame each frame of the animation so that his jump stays in one place instead of moving forwards....then create that forward movement though construct by moving the physical sprite?

    eg: play animation "kick" and move sprite forwards 120 pixels over 1 second?