LittleStain's Forum Posts

  • korbaach

    From what I get:

    He'd like the program to do what I did in my capx, but in a way he can understand the events..

    The value is changed, not in the string, but in the variable.

    The string is only used to display the value of the variable.

    Changing the value of the variable, will automatically change the display of the value within the string.

    So when the x2 is clicked, the value of the variable is changed to 2x the original value of the variable.

    when x2 is clicked a second time, the value of the variable should be changed back to the original value.

    The string displays the value of the variable and because the value changes, the string displays the changed value.

  • It's not perfect, but something like this would do the trick:

    PowerUpExample

    Playing with the values you can tweak it..

  • Did you try adjusting the spacing of the spritefont?

    It's done by either "import from Json" or setting the width of each letter by events..

  • I was trying to explain that simulating the controls you are talking about means knowing when the actions you want performed should take place..

    There are no more controls (for movement) than the ones presented.

    to perform shooting you have to create bullets, set their direction and speed..

    For a player to shoot you would create the event:

    on space-bar pressed

    player spawn bullet

    bullet set direction

    a none player can't push the spacebar, so you have to create an event in which you specify when to shoot..

    for example:

    system compare two vaues : player.x < enemy.x

    system trigger once

    enemy spawn bullet

    bullet set angle towards player

  • Ok.. when should the shooting happen and when the reloading?

  • you might want to set a boolean variable on impact..

    on collision

    if boolean is not true

    create particles

    set boolean to true

    I guess you should decide under what conditions you want the particle effect to reappear again..

    maybe a timer, maybe when the box has stopped moving..

    at that time set the boolean back to false to have the possibility of particles again.

  • From what I read, the creator has not released the capx, for he found the events were just too messy..

    The examples shipped with C2 in the new project dialog will show how to create most of the effects though..

    About the water the creator said this:

    " the water is done by using the warp effect in a tiled background. I used a spring equation controlling the amplitude of the wave and change it whenever something hits the water."

  • space is down is not a trigger - it's true every tick the spacebar is down and as such you probably start of the video a lot of times.

    on key pressed - space would be better..

    Not sure if that's the issue, just saying.

  • I've looked it up and I guess you mean this one:

    Subscribe to Construct videos now

    Well there doesn't seem to be any real depth, so you could handle it as being top down.

    Depending on what you'd like multiple movement behaviours could be suitable, but the easiest one would probably be pathfinding.

    Cover the areas on which you can't walk with solids and set destination to the mouseclick.

    On certain objects clicked you could add a precise point to walk to.

    Actually, if there was scaling involved it wouldn't be that hard either..

  • please provide a link to an example so people who would like to help don't have to search for it..

  • one very easy way would be to create a dropzone-sprite and check if on drag and drop dropped this dropzonsprite is overlapped.

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  • This question has been asked so many times..

  • Replace the on mouse button clicked with system every tick and there you are..

  • Adding the timer behaviour to an object for that should work.

    on pick up

    object - set timer "powerup" for 2 seconds

    object - on timer powerup

    • end powerup
  • have you looked at rhe auto runner example from the new project dialog?