Kyatric's Forum Posts

  • Have the boomerang sprite have an instance variable "Parent" in which, on creation, you store the Base.UID

    Ex:

    => On start of layout

    --> System: create Base somewhere on layout

    --> System: create Boomerang on Base.x, Base.Y

    --> Boomerang: Pin to Base

    --> Boomerang: Set Parent to Base.UID

    With a Boomerang pinned to the base you only need to bother about Base's trajectory, the Boomerang with a rotate behavior will rotate on itself directly.

    And you can have a

    Base: On destroyed

    Boomerang: Parent = Base.UID

    --> Boomerang: destroy

    Picking the Boomerang instance that has the same UID as the currently picked Base does the job.

    Same goes to pick Base by UID => Boomerang.Parent (if you want to pick the Base related to an already picked Boomerang)

    Example commented capx

  • Or even using a "base" invisble object with the bullet behavior on top of which the actual boomerang is pinned and rotates.

  • Action duplicated means that you have some actions, defined in the edittime.js file, that have the same index.

    In the lines beginning with "AddAction(x," (where x is a number) make sure x is never twice the same.

  • Anyway the better way to set an array's size is by using the action "Array: Set size".

  • Armor Defense = Helmet Def + Armor Def + Pants def + Boots def

    It's adding the values of several variables (possibly instance variables ?) and setting the result as the value for another (instance) variable.

    Either your question is too vague, either badly formulated.

  • Tutorials :

    * how to use layouts to make custom loading screens

    * How to create a custom loading bar for your game.

    Downloading assets for the game is done on the launch of this one at the very start.

    If you have a 2 seconds delay in your transitions between layouts, there's a problem somewhere in your project as loading/downloading is supposed to be complete (unless you're preloading sounds/heavy assets).

    Anyway, the loading isn't layout/layout but well for the entire project at start.

  • Easy to spot from the forum index it is the one named "Plugins for Construct 2".

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  • It is the correct way to do so.

    The system action "Wait" is what you want. http://www.scirra.com/tutorials/56/how-to-use-the-system-wait-action

    But beware, for any tick that the ctrl key is down will, 5 seconds later, spawn a bullet.

    So if you keep the ctrl button down for 30 ticks, 5 seconds later 30 bullets will be spawnt in a row.

  • Tutorial supporting multiple screen sizes.

    Sounds like you're looking for the scale mode in fullscreen.

    Not indicated in this tutorial but you now have access to also "letterbox scale" and "Letterbox integer scale" which do render only the size of the project window size.

    Also the fact that more of the layout can be rendered is there to deal with wide screens when the project's size is planned for 4:3 ratio.

  • In firefox on my computer, the raindrops don't go over the triangles.

    I guess you have low FPS, or something.

    The only thing I could suggest would be to remove the physics behavior from your triangles (not useful and might cause issues).

    As far as I can see the games works as intended apparently.

  • Hi could you provide just a capx (and not the whole project folder) please, and also try to precise what your issue is telling:

    What you expect to happen ?

    What is happening instead ?

    Where, in the code, do you feel the issue takes place ?

    Without this, it makes it hard to provide any kind of help.

  • Example capx (made in r93)

  • Public only means it can be shared, not that it is accessible to anyone publicly.

    If you don't share the public link to the folder, no one will be able to access it.

    As for sharing with specific people (using dropbox too) it can be done.

    Right click the folder you're willing to share, click "share the folder" and you'll be taken on dropbox's website where you'll be told the steps to follow.

  • 1. The IDE is designed to display only events.

    Nevertheless you can use the SDK to code your own plugin/behavior.

    Make sure first that you're not reinventing the wheel and that either the functionality you're looking for isn't already in C2 built-in extensions, or if another custom plugin/behavior hasn't already been released on the matter.

    Having a look at this tutorial might help you getting the global C2 architecture.

    2. The how do I FAQ has several elements listed at the section "AJAX" which should answer this question.

    Be sure to also check AJAX's manual entry to see about the last features implemented.

    For the node.js server there are a few multiplayer tests that have been thrown around, you can see some listed in the section "Networking".

    3. The tutorial "how to make a platform game" should display you the way to import animations in C2's sprites.

    Some behaviors like "Sine" can help you giving some animation illusion too, but as for vectorial animation, there's nothing of the like implemented in C2. But I guess it's all about moving objects around, with bullet behaviors for example (you can check the section "Object moving" in the how do I FAQ).

  • Check the "Scrolling / Camera" section in the how do I FAQ.