LittleStain's Forum Posts

  • Please post your questions on this forum in English or add a translation to your message.

    https://translate.google.com :

    Hello everyone, helping to make the authorization of users in VKontakte, for online games. It is advisable to what may be a source or a plug-in or a lesson or anything on this subject did not find. : cry:: cry:: cry: Or, how and in what direction to go ???

  • You should change the "Controls" in the thumbstick-events with "HUD", because that's the name of the layer on which the controls are..

  • > Why would there be a problem with more bricks being destroyed when each brick that gets destroyed adds 1 to the score?

    >

    The score register the ball/brick collision as 1 "point" but with the powerups there are more than 1 brick destroyed in the collisions and I want it to give points for all the bricks destroyed in the collisions but I didn´t find a way to do that

    Use the event:

    brick on destroyed - add 1 to score

    that will make it so that when a\ brick is destroyed 1 will be added..

    every brick that is destroyed will add 1..

    So not test the collision but "on destroyed", easy right?

  • sprite1.count would give the number of sprite1-objects currently active in the game..

  • Ok, so let's say the healthbar would be maximum 150 pixels in width.

    if the maximum health = 500 and the current health is 250 the bar would be (250/500)*150 = 75 pixels, which is half, so correct..

    so the bar should be set to (CurrentHealth/MaximumHealth)*HealthbarMaximumwidth..

    If your enemies have different maximumhealth and you would like them all to show their health relative to one another, setting the MaximumHealth to the MaximumHealth of the enemy with the highest MaximumHealth should do the trick..

  • Why would there be a problem with more bricks being destroyed when each brick that gets destroyed adds 1 to the score?

  • Question one is not clear..

    You want the max health to be the maximum width of the healthbar?

    question 2 would be creating a healthbar for each enemy, setting an instance variable to the uid of that enemy and having the healthbar only react to the health of the referenced enemy..

  • You could do it with the timer behaviour:

    • move = 1
    • trigger once

    > start timer "moving" for 1 second

    on timer "moving"

    add 1 to SecondsMoving

    -- move = 1

    start timer "moving"for 1 second

    on player dead

    stop timer

  • If you used custom movement to recreate your movement you could use push out solid..

  • - bullet on created - bullet move to bottom = Working thanks!

    np

    - Bullet on collision with player - Bullet spawn animation bloodspatter = How do I defy as specific animation as all I can see is how to do it using frames?

    add frames to create an animation.

    Add another animation through the animation dialog.

    repeat.

    - If you set the bullet angle to 180 it will go left, angle 0 it will go right = Tried this did'nt work it only shoots out at one angle at a time, how would I do it so it shoots from both 0 and 180 degrees at the same time?

    one bullet can only go one direction, solution?

    Create two bullets, set one to go one direction and the other to go another direction.

    • bullet on created - bullet move to bottom
    • Bullet on collision with player - Bullet spawn animation bloodspatter
    • If you set the bullet angle to 180 it will go left, angle 0 it will go right..
  • You are not picking an enemy in your event, therefor all enemy instances will respond to the action.

    Simple solution would be to add a system for each enemy condition..

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  • Don't think LaTeX is supported. One might be able to write a plugin using MathJax (I don't know) that enables it, but that's probably complicated.

    Instead of MathJax using KaTex would probably be easier to create a plugin for:

    http://khan.github.io/KaTeX/

  • The implementation of your thumbsticks leaves a lot to be desired..

    I would opt for using TouchID and dropping the drag and drop behaviour..

    Here's an example with one thumbstick, but adding a second should be easy..

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