lionz's Forum Posts

  • Every time you die, add 1 to a global variable.

  • Have the button triggers in an OR block, then create a sub-event (S) for the boolean=false.

  • It works fine with your own custom button i.e. a sprite. The button object is a rebel and does its own thing.

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  • You can't highlight the words inside the one text object and the click is based on the collision box of the text object. You could probably create an object on top of the word so it looks like you are clicking it but that would only be if its position is known as I don't think you could detect the location of the word in the text object and set the other object position to it.

  • Maybe it's because I've been playing too many hypercasual games but I didn't find it fun. Everything about it was very slow, even level transitions and death animations. I got the impression whoever made them really liked them and wanted to make sure we looked at them a lot. I understand that if it was faster then switching directions would be even more frustrating to get right so I guess it's just a game for someone with a lot of patience.

    It felt a bit nicer when I gained the power up to draw 3 lanes at once. But even if you have patience I don't think there is any incentive to go back and roll over 100% of the land, I just wanted it to be over. There are some nice ideas, I think maybe they would work well in a cleverly designed multiplayer game where you take over the land of an opponent or something. Well you completed a game so well done :)

  • Yeah sure, I made an example capx for you here.

    dropbox.com/s/pwdor687mfn6oyo/grow.capx

  • I made you a capx example with a function so that you can drop in your own values. I added a brief timer as a pause between animation restarting but that was mostly for testing purposes.

    dropbox.com/s/3rcumkdi26e6bil/mining.capx

  • Import it into Construct 3?

  • What you described is pretty much the solution. Each stage/size of the plant should be a different animation. Each animation is a looping plants blowing in the wind animation. As the plant grows, based on a variable or time, you set the next animation. You can also start the next animation 'from the current frame' so it doesn't pop back to the start of one animation and look weird.

  • I guess you are using 'set animation', there is also 'start animation' which will start the attack animation from the beginning. Make you sure select 'beginning' and not 'current frame'.

  • If he's moving diagonal you probs have 'isometric' selected, you need to untick that box.

  • Difficult to tell what the problem is as the tile movement behaviour already snaps to a grid. To move toward a point with tile movement I guess you would compare the touch xy to the player and then based on greater/less you would simulate control towards it.

  • You can user timers for switching between different times of day, or do you mean detecting real time to match the morning to morning in the game or something?

  • Hiya, this is a little confusing, are you able to share the capx file and point to the problem?

  • What kind of game is it? You would normally use bullet behaviour for this, to move toward mouse click. With 8-direction you would have to do something like determine whether mouse xy is more or less than player and then simulate control in a direction.