LittleStain's Forum Posts

  • The beginners tutorial and the platform tutorial in the tutorial section are great, also there is an asteroids tutorial and probably even more.

    Just have a look at the tutorial section of the site and choose one, it will learn you a lot about working with Construct2.

  • Ah yes, it's always good practice to look through your eventsheet and see if you are doing stuff every tick that only has to be done once and put it in or under an event triggered once.

  • It would probably be a lot easier to use containers for this. Then the enemy-image would automatically be linked to the enemy.

    I'm not sure what is going wrong in your current code, but I would put the enemy-image actions in the on created event as subevents (not sure if it would make a difference, but it looks cleaner.

  • You are spawning an instance of treeB every tick treeA has energy 30.

    And because you haven't picked an instance of treeA all instances of treeA will spawn.

    add a trigger once while true condition and if you have more trees on your layout you should add a for each treeA condition.

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  • wouldn't using a global variable work?

  • andreyin,

    Thanks! The intention was to make a analog stick for all built in behaviours, with as many options build in to make it easily adjustable for individual needs.

    End-product will probably be this example capx and seperate capx's for every behaviour with a number of options to adapt. All commented ofcourse.

    This will take some work still, but the response so far helps me a lot to get the energy to go on..

  • andreyin,

    Have you only checked the 8 direction behaviour? By clicking on the name you get bullet behaviour, car behaviour and platform behaviour examples.

  • The way your game is set up, I would choose to either set the collision polygon just around the feet or create a collision sprite at that point. I think you wouldn't mind your enemies overlapping as long as they are not completely occupying the same place. Using solid behaviour for the feet-sprite could work perfectly, but if you'd like a different solution you could check for distance and speed up or make the movement slower accordingly.

  • Thanks AllanR

    Glad to hear the Iphone works now too. Now I can try to implement some of the suggestions and create the commented capx's for the community.

  • This is a picking problem.

    add a for each enemy

    for each enemy

    system compare two values : distance(enemy.x,enemy.y,player.x,player.y)<200

    • enemy shoot
  • I see you've been helped already, but just to show you how close you actually were yourself:

    progress indicator improved

    I only changed two lines to take the 384 and the arrowheight into account.

  • I think updating the touchstick-controls to create "realistic" helicoptermovement shouldn't be that hard, I guess it's a bit like the car movement with a few extra options..

    I've updated the example in the hope it will now work as expected on Iphone as well.. (did you have a look at all behaviours?)

    Instead of drag and drop I almost always use set to touch.x,touch.y with offset.

    So on touched

    • object set offsetx to touch.x-object.x
    • object set offsety to touch.y-object.y

    is touching

    -set object x to touch.x-object.offsetx

    -set object y to touch.y-object.offsety

    It has the same effect as using drag and drop, really.

  • Discovered a small irregularity in the events, which I didn't think would have any influence but changed anyway.

    For people with Iphone and Ipad and such please try again to see if the multitouch now works. (You'll probably have t refresh the page a few times, at least I always have to with dropbox)

  • jayderyu,

    Ofcourse I'm using touch ForId, that's one of the most important parts, as you well put it. I will look into why this isn't having the desired effect on iPhones.

    I will also look into your tutorial to see if it has any new angles on the subject to look into.