LittleStain's Forum Posts

  • Don't set the direction of the bullet/disc every tick, only set it once when thrown..

  • To make the dash/ teleport part you'd have to create events with a few conditions and attach the teleporting/dashing actions..

    The most important questions would be:

    When should the teleporting/dashing take place?

    When would it be impossible to dash/teleport?

    When should the teleporting/dashing stop?

    If you want a special animation to play, you should set it in an action.

    You could either change the speed of the 8-direction behaviour or for example change the player to bullet behaviour during the dashing..

  • For these kind of events it's easiest to work with instance variables:

    give the balloon a boolean instance variable ConnectedToPlayer

    -Player On collision with Balloon

    Play Audio "Item"

    Balloon set boolean variable ConnectedToPlayer to true

    • Balloon is ConnectedToPlayer

    > Set Balloon position to Player

  • I like the add -1 to total money, looks much cooler than subtract 1 from total money..

    I see no reason for the player going back to the starting position when playing the "nose" animation.

    Are the origin points on your animations consistent?

    The text-object is a dom element and isn't really that well equiped for animation/moving as canvas-rendered elements..

    I would suggest using a spritefont-object for any ingame/moving text..

  • One simple way without to much coding I can think of would be using the bullet behaviour with gravity..

  • Export option Desktop, through nw.js ..

    It's only available in the paid version..

  • Why would you use dt instead of the timer behaviour or the wallclock, which count in seconds?

  • from the manual:

    Physics actions: Global settings

    These actions affect Physics behaviors in general, not just the one it was set for.

    Set stepping iterations

    Set the number of velocity iterations and position iterations used in the physics engine. The default is 8 and 3 respectively. Lower values run faster but are less accurate, and higher values can reduce performance but provide a more realistic simulation.

    so if you set it on start of layout for 1 object it is set for all objects and will not be changed untill you set it again..

  • I'm not seeing an event for when the player collides with the killbox..

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  • What part are you talking about?

    Seems to me a lot of it could be done with the regular 8-direction-behaviour..

  • Are you using a sprite or a tiledbackground?

    If so, opening it in the image editor and drawing/filling it with another color would do the trick..

  • Would adding a condition to the on bullet collide event help?

    Bullet on collision

    player compare variable is bigger or equal to 1

    player subtract 1 from variable..

    Also..

    The wait action is called every tick if player variable is less then 0

    Adding a trigger once while true would help..

  • You mean like they explain in this tutorial?

    https://www.scirra.com/tutorials/316/ho ... -your-game

    Or this tutorial?

    https://www.scirra.com/tutorials/318/ho ... ng-screens

  • Using the bullet behaviour it would be something like:

    on puck touched

    set puck instance variable selected to true

    on touch released

    puck is selected

    Puck set bullet speed to : distance(puck.x,puck.y,touch.x,touch.y)

    Puck set bullet angle to : angle(puck.x,puck.y,touch.x,touch.y)

  • Simply add a condition

    player on key pressed

    player compare variable weapons > 0

    player spawn bullet

    This way only if the variable is above 0 a bullet will be spawned..