LittleStain's Forum Posts

  • I guess you want to know when the mouse-pointer is no longer overlapping an object.

    One way would be to give the object an instance (boolean) variable

    mouse is over object - set boolean to true

    mouse is not over object

    object boolean is true

    • perform actions
    • set boolean to false
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  • The question is not very clear.

    What behaviour are you using to move your character and what are the settings for this behaviour?

    What is the character doing now and what would you like the character to do, not to do?

  • If I understand correctly this should work to set the text:

    System > Everytick > TotalScore > Set text to "Totalscore = "&Score + Coins

    Easier would be

    System every tick

    • system set variable Totalscore = Score+Coins
    • set text to "Totalscore = "& Totalscore
  • If those numbers are global variables it would just be a case of creating a new variable GrandTotal and setting it to Coins+Points

  • Just thinking out loud..

    You are talking about what if 5 guns or ten, but in actuality there are still only two objects.

    An object lying on the ground and an object that the character is holding.

    Visually these might be different all the time, but the actions are very much the same.

    Wouldn't using a function to create the switch between the two be enough?

    If the guns have different ways of working, which I assume they do, calling a function with the parameter for the type of gun should do the trick when for example firing.

  • If you are trying to achieve the effect I think this should get you started:

    ball on collision with bar

    • ball apply impulse 2 at angle 270 imagepoint 0
  • I wouldn't have learned without this forum, just returning the favour..

  • There are multiple ways to set up something like this.

    My first idea would be to give the enemies timer-behaviour and start the timer on creation for a certain amount of seconds.

    On timer set direction towards the final waypoint.

    I have no clue to how you have set up the primary movement, so could be you would have to toggle a boolean on timer and add boolean is false condition to the primary movement events.

  • LittleStain

    You can scale/rotate/position bones at all times. Basically full control of the bone matrices. Animations override certain things if they are present (i.e. If you animate with rotation, playing the animation overrides any manual changes to rotation.

    Everything is pretty standard. You also have control of the interpolation mode between linear and catmull-rom variants

    I can only say:

    "Thanks! That's exactly what I was hoping to hear!"

  • Wouldn't setting auxf3 back to 0 stop the flashing?

  • If coins is a global variable

    on clicked continue

    • system subtract 5 from coins
    • system goto layout

    Oh.. you probably only want to show continue if coins is more than 5

    player on collision with door

    system compare variable coins bigger or equal to 5

    • door spawn object continue (or any other way you'd like to have continue appear)

    By right clicking the event you can add another condition, for if you didn't know.

  • I'd recommend opening the infinite jumping example from the new-project-dialog.

    It sounds a bit like what you are trying to achieve..

    So open up Construct2

    click new project

    in the search type jumping

    and the example will be there.

  • If you would like to create a second level in the same way you did the first, the easiest option would be creating a new layout for it.

    If you really want to do it on the same layout, the best way would be to place/create all your objects/assets in your "on start of layout" or through a function.

    The coordinates and all other relevant information could be stored in an array (internal or external through Ajax)

    Using groups as I mentioned above would make it easy to have this placement different per level.

    Activating group level1 to create the objects where they should be in level1, Activating group level2 to create the objects where they should be in level2.

    It's impossible for me to be more specific without knowing anything about your game.

  • I think the question is a bit too wide to give a direct answer to, but I'll try.

    Using different sprites for different characters would automatically work, even if you are planning to use one sprite to put all movement events on.

    Just pin the character sprite to the movement sprite and use the character for the interaction and animation.

    In the case of stats, a lot can be done by giving the character instance variables, but sometimes using the dictionary object or the array object is more usefull, depends on your needs and ofcourse your personal preferences.