LittleStain's Forum Posts

  • I'm not sure but are you setting the global variable SETTING_START_CREDITS to the webstorage value anywhere?

    If not, SETTING_START_CREDITS - 0 at start of layout, so adding 2000 will make it 2000 which you then save to webstorage..

  • Please share your capx or at least a screenshot of your event sheet, without it we can only guess..

  • But that's literally all there is to it ^-^

    Cool, so everything is working now?

    If not, please share your capx..

    You could also choose to make a screenshot of your event sheet and the settings of your bullet object, but a capx would probably be better..

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  • So you'd have to create actions for "going up a bit"

    I guess setting the platformer jump strength and maximum fall speed while overlapping would get you more than halfway there..

    Instead of changing the jump strength you could also choose to use "platform set vector x" and "platform set vector Y"

  • It's up there ^

    If what was up there was enough, I wouldn't have asked..

  • Swimming is not one of the actions provided, so you would have to make your own..

    Create a swimming animation

    Decide what you want the swimming to look like

    make actions based on that..

    For example you could switch to 8 direction behaviour when overlapping the water..

    just add the animations and you are done..

    But you'd probably want more control over the swimming part, which would consist of adding more canditions and attached actions..

    You might want to try searching the forum for earlier examples..

  • Where do I put the condition? I don't think it'll work with one anyway.

    The problem I'm having is that even though i've evented the bullet's angle of motion to be 180 degrees, it still travels right. If I change it to 0, it still moves right. I need it to go left.

    The event should work as intended, could you share your eventsheet and/or capx to see what is wrong?

  • This capx should help

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

    instead of using mouse.x and/or mouse.y in your events just use object.x and/or object.y

  • Ok, i see what you mean.

    Thank you.

    I have some questions :

    Is it possible to pick an instance by boolean instance and if it's possible, how to do it?

    Where can i find a tutorial about picking instance by instance variable?

    I thought I already said how to pick by boolean?

    "object is boolean instance variable set" - condition..

    For other instance variables it would be

    "object compare instance variable" - condition

  • Construct doesn't work with vectors..

    All images are exported as png..

    using the svg (real vectors) or canvas (pixels) plugins are your only option if using vectors will improve your game..

    The only real benefit of vector-graphics is the scaling, but the scaling methods used on bitmaps inside Construct2 have always served me well..

  • If you destroy on collision only the family member colliding will be destroyed, for it is picked in the event and the others aren't..

    And again, my above events are still the ones to use, just replace sprite with family..

  • Sprite on collision with player

    sprite destroy

    would only destroy the instance of the sprite that collides with the player..

    If you really want to check the boolean it would be:

    Sprite on collision with player

    sprite is boolean

    sprite destroy

  • Why not just use the sprite condition - is boolean instead of system compare?

  • > I'm sure I had a better example somewhere, but this is a basic implementation:

    >

    It work's, but the tiny circle stays right where it fell and bumped over and over again to the same place. It also didn't follows the bigger one rotation flows.

    Like I said, it's basic, but it works..

    I found another example I downloaded and improved which does use pin and the bullet behaviour instead of platform..

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

    Like you see, there are many ways to implement something like this..

    It doesn't take many events either, but you'll always have to adjust it to fit your needs..