LittleStain's Forum Posts

  • You are not picking a checkbox in your event, you are only checking if a checkbox exists on your layout with that uid.

    you should add a system pick checkbox to get the right one.

    a system for each checkbox would also work, just put both uid compares as subevents.

  • But another question.. You say it only counts to 4 or 5, where do those numbers come from?

  • I don't understand your events..

    on timerA you destroy the bonustomatA and the Countdown.

    But on bonustomatA destroyed you try to make the countdown you just detroyed to spawn something and you try to destroy it again?

    And the next one is even more confusing first you destroy bonustomatB and two actions later it has to spawn something.. Hmmmm

  • Right mouse button on event sheet - add group

    Put all events for that group as a subevent of the group.

  • Have you made an event to change birdflying back to 0, for I don't see any event for that in your screenshot.

  • You are spawning a new arm every tick while the group gunslinger is active. Jut add a system trigger once while true condition to the spawning event and it works..

  • Have you tried following the beginners tutorials available in the tutorial section?

    They give you great insight in how Construct2 works. There is even a tutorial about making a basic platform game.

    If you think there is no need to follow tutorials, at least read page 4 on which the whole dummy-sprite-thing is explained.

  • Have you tried using the debug layout feature in construct2 to see what it is that is using up most of you cpu?

    The layout size can't be changed at runtime and it actually wouldn't have any effect I think. If your graphics are the issue causing the framedrop your focus should be on reducing the size of them.

    If your background is made up of one picture, at 1200x1920 it's at least using 9MB of memory and if it's placed in a power of two texture (I don't know if cocoonjs still does that for every texture) even 16MB.

    But Graphics are not the only thing capable of reducing framerate, so finding out what is should be your first concern.

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  • Maybe it's not too hard to solve without the capx.

    Are you using a blank sprite for your platform behaviour with your animation pinned to it, that's usually recommended, for collisions are then checked with the square box of the invisible sprite.

    If collison is still the problem, have you checked your collision polygon to see if it is correct?

  • I can't download your capx, are you sure it's in your public folder on dropbox and you copied te public link?

  • That can be easily prevented by using families and a boolean variable, which would save you a lot of events especially if you are planning to add more combinations.

    If you'd like me to I'll create an example tomorrow, almost bedtime here..

  • I don't understand why you need to know in what order the objects are selected to check if the right combination is pressed.

    what is the difference between if 123 is pressed and 321 is pressed?

    it's the same combination right?

  • if you have the personal edition of construct you could put the objects in a family and just create the family..

    if not, you need a variable , set it to int(random(0,3))

    and make events to check the variable

  • set the origin of the arm where you'd like the turning point to be.

    give the arm pin behaviour (position only)

    on start of layout pin arm to body.

    system every tick arm set angle toward mouse.x , mouse.y

  • It's not that long a list is it?

    You want a different action for every object you touch so all those actions should be written. I'm still not sure what you mean by many various combinations, for you only speak of three.

    apart from those actions you just have three events to check the different variables.