kriand's Forum Posts

  • Its because you reset the sticks position on any touch end and not when the touch ends which controls the stick. Change it like this:

  • You should read this tutorial. Here you learn how to optimize your images and what C3 already does while exporting:

    construct.net/tutorials/construct-3s-export-optimisations-4

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  • You can let the enemy who saw you spawn a alarmzone and every enemy which overlaps it, comes in fight too. In my example i destroy the alarmzone with fade out:

  • If you want to test if your sprite is overlapping something or not, there are two possibilities.

    First: leave a small gap in the collision mask and fill out the hole:

    Second: Add an invisible second sprite that fits the hole, pin it to the first Sprite and make your condition like this: Is overlapping Sprite_1 AND is NOT overlapping Sprite_2.

    Edit: The first variant is very precise, while in the second variant objects of different sizes can simultaneously overlap Sprite_2 and the imaginary collision mask of Sprite_1. Depends on what you want to do with it at the end.

  • Ps: I am sorry if it is a completely dumb question but what is the value of bullet speed in construct 2/3? I am asking out of curiousity. Is it pixel divided by time in miliseconds?

    The 'Speed' property of the Bullet behavior describes the bullet's initial speed, in pixels per second.

  • Instead of 'left' and 'right' i like to use '-1' and '1' because you can use it in formulars. To dash to the left side, you need to set the x vector to a negativ number. Instead of using 2 events to determine the direction and then accelerating with 2500 or -2500 pixels/sec, you only need one event and calculate 2500 * 1 or -1. Same goes for overlapping at offset. When the Player is heading to the left, you need to check 3 pixels to the negativ.

  • There is no 'baseline' and no right and wrong. You have to decide for yourself how easy or difficult your game should be. What do you want to create for a gaming experience? Maybe you also let the player choose the level of difficulty. Create global variables for the Bullet Speed and your 'Every X seconds' conditions. The higher the difficulty level, the more enemies spawn and they shoot faster. You will not get around testing some values until you get a satisfactory result.

    If the Enemies have different weapons with different bullet speed, your global variable "EnemyBulletSpeed" could be for example 1 for medium difficulty, 0.75 for easy and 1.25 for hard. Then set the speed of the bullet on creation to > object.bullet.speed * EnemyBulletSpeed <

    The 'set layer color' action was just an example to demonstrate that the buttons work. Dont know if you want to keep it.

    What do you mean by 'nothing'. The project does not even start or the buttons do not work? I opened your file and the buttons worked the way they should. Start your project in debug mode and check all objects.

  • It is not that complicated if you change platform values at the right time. Try this example:

    1drv.ms/u/s!Ap_-qxoGKbDcg2m_rsA7NkfcrcJa

  • If I'm not wrong then that's how it is: Magnitude is the distance in pixels from the center to the amplitude. The magnitude is covered 4 times in one period. At magnitude 50 e.g. Start center to amplitude right = 50, from right to left = 100, from left to center = 50. This adds up to 200 pixels in x (= Period) seconds. So "4 * Magnitude / Period" should give you the pixels per second.

    Correct me if I've twisted something.

    I would not use 'Trigger once' for this. There are rather few cases where this condition makes sense.

    Better compare the opacity to prevent the action from running every tick. Also use a 'For each' loop because it could happen that with fast cursor movement and close together buttons, several buttons are activated. I also recommend to use animations instead of Scale for activated buttons. It is easier to control and prevents the button from jumping back and forth when the cursor is over the button with Scale=1 but not with Scale=0.5. Here an example:

    1drv.ms/u/s!Ap_-qxoGKbDcg2iYFUp8b_Qce3yn

  • And what exactly happens? Because in my example it works fine:

    1drv.ms/u/s!Ap_-qxoGKbDcg2d6Nk732mQwvDXy

  • You used 'set position' instead of 'set position to another object'. This should solve the problem. After player death the coordinates return to 0,0. If you want to keep it like this, you need to add another condition beside 'every tick', for example 'Player is on-screen'.

  • 'Period' is the time the objects needs to complete a full movement back and forth. So you could call it "Speed".

  • Try another system condition 'Pick by comparison'. This should work: