LittleStain's Forum Posts

  • You could give the player a boolean, dooropen, and set it to true on door clicked, and check for that in a condition.

  • Seems like you are using pathfinding to move to the door.

    Isn't there an on arrived trigger for pathfinding?

    You could also use an on collision with door trigger, or is overlapping.

    Or you could use a distance check to see if the player is close enough to the door.

    so on left click - find path,

    on path found - move

    on colision with door - switch layout

  • Couldn't you just set physics disabled on start of layout and on play button pressed set physics enabled?

  • If you have a layer with 0,0 paralax you could just enter the pixel value of the middle of your game window.

  • Couldn't you just use system scrollto to scroll to the middle?

    If you set unbounded scrolling to true, this should work.

  • I don't think we're talking the same language.

    I'm talking in Construct2 event-system language.

    If you could explain in Construct2 language what you want or even in plain english, I might be able to help.

    What is a return-statement and what is it used for?

    Why should a function be terminated?

  • System compare two values : player.platform.gravity < yourlimit

  • System for each enemy would work.

  • So why are you using a for each here, but not at the event that is supposed to count the points?

    Actually, why don't you just add the events in the first post as subevent of this for each event?

    Also, where are you setting the capturepoints.team value?

  • The computer thinks you want to move right, but there is something in the way so it is impossible to go right so it stops.

    I guess what you should do is make events to tell the computer what you expect it to do when the player is pressing right, but going right is impossible.

  • Could I see the event where you change the capturepoints.capturetimer?

  • Your issue is setting the laser to a different layer.

    Instead of doing that you could just send it to the bottom or the top of the layer to change the z-order.

    I've changed your capx, so the laser is created on space down and destroyed on space released, is pinned to the ship and the z-order is done in the way as described above.

    laser.capx

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  • Put your mouse over it untill it changes into a double arrow, click and drag..

  • I'm not sure what you'd like to do that can't be done with functions, parameters and possibly a loop or a while event.

    Please explain further or give an example of what you mean.

  • Using tiledbg

    setting it's position to letter1

    setting it's angle to angle(letter1.x, letter1.y, letter2.x, letter2.y)

    setting it's width to distance(letter1.x, letter1.y, letter2.x, letter2.y)