LittleStain's Forum Posts

  • Why not just use the on start of layout destroy spieler, before you call the action to create them?

    by the way, you are calling a function, but there is no function, so you could just remove that alltogether..

    This should work:

  • A far easier way would be to check the player's y position with the y-position of the objects..

    Placing the origin at the bottom of the objects and the bottom of the player sprite..

    That's actually the only way I've seen it done properly, because you can just z-order everything based on the y-position of the objects, which would make using layers unnescessary or at least optional..

  • Hi,

    Could you please tell me how to paste events in the comment box as you did?

    you mean how to show an image on the forum?

    upload your image to the internet somewhere and in the full editor put the link between the

    -tags

  • I'm sorry, my mistake..

    I thought you might want to know the logic behind what you are trying to do and try and create it yourself..

  • Well I'm not sure what the issue is..

    You probably want to select a sprite first and on enter key have the actions performed..

    So adding a boolean instance variable selected would be a simple option..

    If you use instances of the same object you could give them a second variable in text form to describe the function of that instance.

    Deselect all sprites on key pressed and select only the one you "move" to..

    on enter key pressed perfrm the actions referenced by the function of that instance object..

  • Which part of the creation of this menu do you have problems with?

  • You are probably using global variables which are not reset..

  • This tutorial should help..

    https://www.scirra.com/tutorials/1461/h ... age-plugin

    There's even a link to dropbox, which has a specific example for highscore..

  • What behaviour are you using to move the enemy?

    Would using detection-sprites to change the direction work in your game?

    Should all instances of the enemy be restricted to a certain range of x?

  • How can i do to after x second where the player not collision a object, is to be destroyed?

    This question is very unclear, but it seems like you'd want to add either the timer-behaviour or a regular countdown timer,

    many examples on how to use and/or create this can be found throughout the forum..

  • More than one way to do this, depending on how you move the bucket..

    One way would be something like i did in this example of a player moving on top of a moving train:

    https://dl.dropboxusercontent.com/u/485 ... oved2.capx

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  • which behaviours are you using for the movement?

    Why are you rotating the square and not the ball itself?

    What do you mean by "trapped inside a circle segment with solid behaviour"?

  • Maybe you could explain what you are trying to do, so an answer can be given?

    Objects without behaviours and/or actions attached will allways stay at the same position, so a fixed x, but ofcourse also a fixed y..

  • You might even be able to use the bounding box edges for checking, depending on the way you have set things up..

  • If you could share your capx and/or a screenshot of your event sheet I'd be glad to explain why it isn't working..