LittleStain's Forum Posts

  • They are not binary..

    i believe a number between 0 and 100 is given for the analog buttons..

    At least that's what I read in the manual and heard from the guy who made the hud analog joystick above..

    I wouldn't have put the link there if I thought it wasn't usefull..

    If you had read it you'd have seen that it was pretty hard finding the right input but in the end we (he) did..

  • have a global variable money and subtract the cost of a house from it when the player buys one..

    check if a house is already built in that spot by checking if creation square is overlapping a house, could work..

    A lot of it depends on how you are planning to set upyour graphics and your interface, but if you already have trouble answering these relatively simple questions, you might want to start with an easier game first..

  • Easiest way would be to create one tilemap for the solid tiles and one for the none solid ones..

  • Have you tried putting the hud on a separate layer and setting the paralax of that layer to 0,0?

    That is the standard way of creating a Hud..

  • Would using webstorage help?

  • Have an object with the timer behaviour..

    on start of layout start timer for 5 seconds

    on timer

    -create object

    -set timer for 1 second

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  • I'm sorry I have no experience in multiplayer with construct 2, otherwise I would have been happy to help..

    Hope someone else can shine som light on your subject..

  • like DuckfaceNinja I actually don't see what is wrong with the second capx you posted..

    Looks like all is working as would be expected..

  • Seems like you didn't do exactly the same as in the video, because in the video it works..

    Like I said, without seeing your capx and/or events we can only guess...

  • This tutorial might help:

    https://www.scirra.com/tutorials/806/instance-variable

    instead of setting the id to id_0 id_1 etcetera why not set it to 0, 1, 2,

    you could have a global variable Doorscreated

    and have an event:

    • on door created
    • door set variable id : Doorscreated
    • system add 1 to doorscreated
  • As people have tried to explain before, setting the x coordinate while falling causes the glitch, because it overwrites the normal falling behaviour..

    So what you are saying is you have solved something by adding a bigger problem..

    What I would try to do is to really solve the first issue instead of trying to solve the problem you created while trying to solve the first issue..

  • could you show the events you are using to do this?

    could be as simple as not using a global variable, but without knowing how you set it up there's no way to be sure..

  • you have start ignoring input, right?

    but now you want input to not be ignored?

    You could probably just use the normal jump, as it seems the platform is on the floor..

    You are already using the vector x to make it slide, so I gues changing the vector x wouldn't do anything but slide faster (or slower)

    You could add a small Y vector to your jump, else the "gravity" will have the player back on the floor before you know it..

  • If you'd like to toggle on tap you could use a boolean variable on the player and toggle boolean on tap..

    then have an event

    if boolean = true - platform simulate pressing right

    else - platform simulate pressing left

  • The orientation is in degrees, so you should set speed according to the degrees..

    While using 8direction behaviour you could for instance set the speed to (touch.beta/90)*sprite.8direction.maxspeed