LittleStain's Forum Posts

  • your conditions are true every tick, so every tick the variable is reduced by 1.

    add an is dragging condition would help because in the actions you disable the drag and drop, so it's only true once.

  • for the up arrow to work you only have to add a condition is flipped.

    so on up arrow pressed

    • player is not flipped - jump
    • player is flipped - set player back to normal
  • int turns the number that's between the brackets into an integer.

    in the manual under system expressions, you'll find more usefull expressions and what they do..

  • Is the example I made not what you want?

    If not, could you please tell me what you'd like to be different?

    In terraria it looks like they use this or a similar technique..

    they darken everything on the layout except for a little area around the torches.

  • Easiest way would probably be setting them to solid and creating on collision events for when you'd land on top of them.

  • You haven't made invisible stop sprites, you just have the body of the car bound to layout.

    Problem is your wheels aren't bound to layout so they react strangely.

    make your wheels bound to layout also and the car bounces back..

  • If you replace the "carbody is outside of layout" with "Frontwheel is outside of layout" that issue is resolved.

  • You could do this by creating an animation for it, or if you are going to export the game to a platform that uses webgl add a red sprite on top, set it's effect to color and change it's visibility every few ticks for a certain amount of time.

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  • It could probably even be made in an easier way..

    going up a hill deceleration will increase while acceleration stays the same.. which will in effect make using a lower gear more usefull, because it's acceleration-power is higher.

    Using the engine-power though makes it more realistic in my opinion.

  • What is it that you don't understand about making gears in Construct2?

    I guess you should have these variables:

    • Acceleration
    • Decelleration
    • Maximum-speed
    • Engine-speed

    Than you should create some formula's that test these variables in relation to eachother.

    engine speed is probably the one that is most important in this formula, for it is the one that is more limited in higher gears.

    higher gears need less engine power to keep speed, but more engine power to accelerate.

    It will make the difference between choosing higher and lower gears in the hills.

  • It's not easy to understand what you are asking.

    Replace usually means there is something and you want to take away that something and put something else in it's place.

    Also what do you mean by the "doesn't work the random same collectible"?

    What do you want to happen when you destroy the coin and what happens now?

  • TheNewGuy

    you are not making it very clear, what it is you want. I looked at terraria on youtube and don't see what you mean exactly.

    I think you just want to add a darker layer on top and using blend-modes make sprites attached to your torches to see the layer beneath as if it isn't darkened.

    Her's a (not so very good) example, it's just to show what can be done, please look at the blendmode-example provided with C2 to learn more about blendmodes:

    Very simple and bad example

  • It would be probably even better to use choose(2,3) instead of random here.

    If you do want to use random, make sure you use: floor(random(2,4)), for random(2,3) will never reach three and will give values inbetween 2 and 3 like 2,5678 when you really only want a value 2 or 3..

  • I'd add a system compare (Bonus_Tomat_A.timerA.currenttime is not equal to 0) to the on destroyed command, just to be sure not to trigger the on destroyed when the timer-behaviour is responsible for the destroy action.

    And you should really put the Bonus_Tomat_B spawn action before you destroy it.

    At the moment it also seems if there is no difference between Tomat_A and Tomat_B, because they both have the same events and actions, which makes me wonder why not just use instances of Bonus_tomat, but I might be missing something.

  • I can't check it right now, but it could be a direction issue..

    in the endless runner the runner goes to the right, which is positive in the x-direction..

    your player is probably going up, which is negative in the y-direction..

    So it could be as simple as changing a - and a + ..