LittleStain's Forum Posts

  • gamecorptm

    Any particular reason for bringing up a topic from more than 1,5 years ago?

  • What would you like to disable about the mouse?

    Do you mean disable the events regarding to mouse input?

    There are many ways this can be done, but the easiest way would be to create a global variable, you could call it IsReloading and add a condition to all events regarding mouse input that they only work if IsReloading is 0 and set that variable to 1 while reloading..

    After reload is finished set the variable back to 0 and the mouse input will be enabled again..

    Ninjaad by

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  • How about using a detour and adding an instance variable swapvalue..

    first set swapvalue and only after the swap is completed set the values swapped to that value..

  • I guess if you use double tap to deselect it would be easier..

    tap to select, double tap to deselect..

    if two objects are selected create a new sprite with drag and drop on touch start and pin the two objects to it, on touch end destroy the new object.

    so, first select (not on touch start but on tap) and on a new touch (touch start) create the object..

    Something like that would probably solve the issue..

  • Here's an edited and commented capx..

  • I've heard there are still some issues with the above capx, but because they are easily corrected I will leave it at this for now..

  • You could create a global variable MonstersCreated

    on monster created - system add 1 to MostersCreated

    and in the spawnevent add a condition

    system compare two values : MonstersCreated < 50 (or whatever the maximum amount of monsters you'd like to be created is)

  • thesecretweapon

    I'm actually thinking of making a video tutorial about recreating Timberman in C2, because it seems like a good beginners tutorial..

    There's a lot of basic events in there that explain the way C2 works..

  • Capx updated..

  • Without seeing your Capx it will be hard to tell..

    Parallex, Layerscale, behaviours with different settings?

    If you don't want to share your capx for some reason, you could try recreating the issue in a different capx, so we can check.

    (Sometimes trying to recreate the problem helps solving it..)

  • Yes there is an action to save the game..

    Saving automatically after a mission is completed or when certain goals are reached, should be no problem..

    Just make sure it's a triggered event, I guess..

  • set the size to 1260, 136 and all will be ok..

  • Make a new animation with only the one frame and switch to that or set animationspeed to zero and frame to three..

  • It is always better just to use physics..

    You can try any combination you want, but the physics engine is quite different from the other behaviours and they sometimes don't interact the way you'd expect them to..

  • mixing physics with other behaviours gives unexpected effects..

    Either use physics or fake physics using other behaviours..