LittleStain's Forum Posts

  • Have you checked the rotating platformer example in the new project dialog?

  • give the enemy timer behaviour

    on enemy hit

    • enemy set speed
    • enemy start timer "slow"

    enemy on timer "slow"

    • enemy set speed to original speed
  • I was just wondering, is there a special reason NOT to use physics to create the rotation?

    When creating a physics game using other behaviours and getting them to interact can cause issues, so why not use torque to create the rotating box?

    As long as you are using the RotateTo plugin I will not be able to help..

  • Do you mean:

    set bullet angle of motion - object.angle?

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  • Using the debugger you can still see the amount of processing time everything takes..

    The amount of collision checks..

    The amount of graphic memory that's being used

    the amount of objects on the layout..

    If you use that information and read up on optimizing performance you should be able to get a bit further..

  • What am I supposed to see when looking at that file except some coloured sprites?

    Scaling is still set to letterbox..

    All events are crossed out and nothing has behaviours attached..

    My suggestion was using anchor behaviour, but I see no reference to that, neither do I see any events using the viewportleft etcetera..

    I'm not sure what you expect this layout to look like in the browser, so without any further explanation I'm at a loss..

  • change the direction?

    0 degrees would be left to right

    180 degrees would be right to left

    90 degrees would be down

    270 degrees would be up

    preventing the enemy to be upside down would be setting rotation to no in properties..

    I'm guessing you set the angle of the enemy to 180 degrees instead of the angle of the bullet behaviour movement..

  • C2 reads events top to bottom, so when one event is executed the next event will trigger within the same tick if the conditions are met..

    Adding a wait action before creating the blue squares might help..

    Other options would include adding more conditions and or even timer behaviour..

    You might even get away with just adjusting the order of events..

  • It seems like you are spawning the selection on layer 2 (which doesn't exist)..

    On created it spawns the blue squares on layer zero and on blue squares clicked selection is destroyed along with the blue squares..

    so without seeing the things actually happening (for they happen all in one tick) they are created and destroyed, it would otherwise be impossible for the red squares to be spawned..

  • I don't understand the issue..

    You are spawning the red squares, but not destroying them, so they will remain..

    Maybe I just don't understand what you are trying to do..

    The red squares don't seem to have any function, so I'm not sure why you are spawning them..

  • showing a fullscreen add every x seconds sounds pretty intrusive and player-unfriendly to me..

    Wouldn't adding the add between layouts and/or on player input (going to menu for example) be much better?

    I think the last thing you'd like as an app-creator is to annoy your player any more than strictly necessary, but than again I don't use adds at all for that reason..

  • to convert a string into a number you can use int()..

    after that you can play with the number in every way you'd like, using round(), ceil() and or every other maths..

  • Does this help?

    add audio object to your game..

    add sounds to the sounds folder..

    drag and drop on dropped - play sound

  • touch.AngleAt would give you the angle of your touch movement..

    round this to 0,90,180,270 and you only have the straight horizontal and vertical movement..

  • Adjusting the endless runner example to go from top to bottom would probably suit your needs..