Kyatric's Forum Posts

  • You can do it with LOS or even comparing the angle of the ship in relation to the medusa's position.

    As often a capx would likely help especially since there are likely different options available here.

  • The thing that makes little sense to me is why a BIG main object would have inner barriers to protect it. But never mind it is your game.

    All you would have to modify a bit the example I've provided it to modify the size of the object "Main" and the size of the spawned "Barrier" instances and I believe you would have the behavior you are looking to achieve. Adding a timer so that the spawning is "timed" and that's it.

    You can always make a single file/capx from any project by going into the main menu and using "Save as Single File".

  • Containers are indeed creating all instances of the object types listed as "contained" from the moment one instance of the list is created.

    What container really help with is knowing that all the instances are "tied" together and it helps with the picking. You can't create container "list" at runtime.

    If I understand correctly what you are trying to achieve, you want your "Main" object to be protected by two "Barriers" right ? And when one barrier is hit, you want the other barrier to be the only one left. Is that exactly what you are trying to achieve ?

    I'm not sure then why you want to play with disabling collisions when you can modify the logic to make it so that hit barriers simply disappear.

    See the attached capx (that is not using families, but still doing the thing I understood you wanted to have).

    If this is not what you are looking for, consider attaching your own capx of your project as it stands and explaining what you are looking to achieve exactly.

    Perhaps you are going the wrong way about the mechanic you believe you want in and there is another logic to apply to do what you want.

  • Instead of a boolean instance variable, use a global variable (for example named "Direction") and on the key press set its value to either 0 or 1.

    Then in the event that makes your character move, check what is the value of "Direction" and make the character move accordingly (when the value is 0 the character is going right and the sprite is not mirrored, when the value is 1 the character moves left and the sprite is mirrored).

    If this still doesn't apply to your project, consider posting/attaching the exact capx for your project so we can investigate and answer according to the specificities of what you've implemented so far.

  • I don't see explosions in this example, is it something you've added ?

  • For your question 2. make sure your graphic card drivers is up to date as well as the browser you are previewing the example in.

    Also it would be nice if you could precise what exact example you are referring to for this question so that we can investigate further about your question.

  • Please keep to English in the forums or provide a translation of the sentence in English as well. I've removed the part in a foreign language from your previous post.

    I've also moved your topic and invite you to do a search in the current forum where you should find topics on the subject of getting more downloads.

    You may also do a search on a more global engine and read out marketing blogs on that subject. It's a long shot and not all informations are always valuable and some blogs are click-bait but a few informations can still be taken out and used efficiently.

  • That's kind of the idea indeed.

    Each tick check if you have currently expected input pressed. Save the key code or the "meaning" you intend the input to have in an array.

    Then run this array through a function/group that is meant to "translate" this array to moves in your game.

    Be sure to clear the oldest entry(ies) of the array on a regular basis. (You may need to save the timestamp for the input when setting the input value into the array to make sure you keep the duration consistent).

  • Indeed, as it stands, your project is set so that when the sprite is flashing, it will flash.

    You never give a "starting point" to the flash.

    Also if you want the sprite to flash forever, simply use the system expression "Infinity" as duration.

    As A0Nasser said, either set this "On start of layout" or when there is a user input (keyboard press or mouse click).

  • You are trying to do exactly the opposite of the design of the tiled background, so yes, I'm afraid you'd have to use Sprites and tile them yourself.

    Not a big deal though, in the how do I FAQ you can find implementations of "grid" with Sprites, it is pretty easy to do.

  • Same answer as in your other thread. AJAX calls towards your server where a script writes the infos down into an XML file.

  • If you need to keep the information on a server you then need the AJAX plugin to call a saving script on your server (that script is out of the scope of C2 and totally dependent on your server, coding language, etc...)

    Simply pass the name, score, etc... through the AJAX call.

    Be sure to look at the how do I FAQ to find out some examples of AJAX calls to a server, passing informations in the process.

    Finally, if you want to get the infos as JSON, you likely want to first put them into an array and only pass the array.asJSON expression for that array.

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  • In the absolute, Else is supposed to indeed be executed if and only if the previous event hasn't been executed, like in a regular if/else statement in any other coding language.

  • This topic is not the place to ask questions. To ask questions, make sure they are not already answered by a search and then, after reading the tips for posting in the "How do I" forum post a new topic.

    Any question in this topic will purely be deleted. This is the only warning.

    Reminder from the first post of this topic.