lionz's Forum Posts

  • You add a timer behaviour to an object, probably the player in this case. Then the timer actions become available on the event sheet. Use OnTimer for when timer ends and use Start Timer to begin the timer

  • Switch a variable on/off every X seconds to damage the player.

  • Set up a variable that you add to. Press down(+1), press right(+1), press z(+1). Start a timer of 2 seconds upon pressing down. If variable = 3 within 2 seconds then perform attack. Logic will be something like :

    -------

    On Down Pressed

    Start 2 second timer

    +1 to Counter

    On Right Pressed (If Counter=1)

    +1 to Counter

    On Z Pressed (If Counter=2)

    +1 to Counter

    -------

    Every Tick (If Counter=3) > Perform Attack

    -------

    On Timer Ending > Counter=0

    -------

    That is how I would do it and it should work.

  • With maths

  • Left-hand side under Project Settings you can set 'First Layout'

  • So the invisible sprites don't get stuck on other stuff in the level and they only ever block the player. It can be done many ways.

  • Np <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Chop up the sprite sheet outside of C2 and import them as separate images on one animation? Or did you want to avoid doing that?

  • Nah the sprite is just one image. You could in theory do something like make visible a sprite that is pinned to the robot and covering the limbs you have detatched but I'm not entirely sure if this will interfere with the anims and possibly with other environment assets. If you want to detatch limbs I would attach them as separate sprite objects pinned to the main body.

  • If the limbs on the boss always fall off in the same order then I would use animations and just update the sprite on each stage of the boss. If you can target separate areas of the boss perhaps you can pin the various parts to the main boss body. If you apply Physics behaviour to attached objects they should flail about like limbs too.

  • The invisible sprites pinned to the camera should work, just make sure you have collision disabled and then enable the collision when the ship collides with the border.

  • Bound to layout behaviour doesn't work?

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  • Give the ship you are controlling 8-direction.

    Create an invisible sprite and give it Scroll-To behaviour.

    Have the invisible sprite move right constantly (bullet behaviour or movetowardangle etc)

    Result: You can move the ship around the screen in 8-direction. There is a camera moving right constantly.

  • It's probably doable. You will need to explain the game more as I can't imagine a playable character with limbs and joins that can be destroyed. What is the idea of the game?

  • You could use a global variable as a condition i.e. On Touched(if variable=0) > Do touch. Then if you set variable to 1 when the game is paused, the touching will not work. Another way you can do it is to put all the major touch logic into a group and disable the group when the game is paused.