LittleStain's Forum Posts

  • I'm not quite sure what you are trying to do and if I do understand I'm wondering why you are doing it this way..

    What do you mean by "give the player the possibility to adapt the Game Window to is own Window"?

    Have you tried just scaling the game layer down to make the playable area bigger?

    Also have you tried setting the UI position relative to viewportLeft, viewportTop,viewportRight and viewportBottom?

  • You could use the choose() expression..

    choose(x,x,x,x,y) should make 20% chance of y against 80% chance of x

  • I'm not sure what else I can say..

    on start of layout start timer for 60 seconds

    on timer

    • spawn
    • start timer for 60 seconds
  • Bullet doesn't ignore collision when the object is not solid..

    It can only bounce of solids, so on collision with any other object there is no bounce..

    instead of the extra click to add solids, you would have to add events to every object to create the correct behaviour..

    there is no need for solid behaviour in:

    Bullet on collision with object - object destroy

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Better way to do this could be using the timer behaviour and start it for 60 seconds and on timer spawn..

    that way you could just stop the timer and restart it when you'd like..

  • Something like:

    In the event where you add to your ammo add a subevent if ammo>MM set ammo: MM

    Same applies to the health

    in the event where you subtract from the health add a subevent health<0 set health:0

  • you should make sure there's enough time for the fade out offcourse..

    easy like:

    start fade - wait 5 seconds - goto layout2

    or any other method that might suit you better..

  • A fade could be achieved by adding a black tiled background over the entire viewport and have it fade in with the fade behaviour..

  • If you want text to be exactly the same everywhere I guess it's better to use the spritefont..

    If you use the debugger you can see what parts of your game use the most resources, starting there you could try and see if those issues can be solved..

  • Sounds like you have your events setup wrongly, maybe even conflicting..

    You could add a timer behaviour that starts on the gun up animation start and have a minimum time for the animation to run..

  • It might be me, but I don't really understand what you want to achieve..

    I see a line and I see arrows..

    How would the player controll the car?

    You are talking about pushing buttons, so what would happen if the player doesn't push the button at the right time?

    Is the path made by you before the game starts?

  • I don't know your game mechanics so I couldn't tell..

    Often I come to this conclusion:

    If you can't make it, fake it..

    A player won't know the mechanics behind what he's seeing and often you can fake a lot..

  • What would be the benefit?

    15898 is already more than 10x what would fit on one screen..

    Using tokenAt you wouldn't even have to cut your text into parts, just add a separator where needed..

  • Why would you want to do that?

    15898 seems like overkill to me already..

    Why not use multiple textobjects and/or cut the text up into pieces that fit?

  • And the question is?