LittleStain's Forum Posts

  • Replace the is touching condition with a sprite2 is overlapping sprite condition.

  • in the layer properties for your background set paralex to 0,0.

  • for your first question:

    system compare two values: mouse.x < player.x - player set mirrored.

    else: player set not mirrored.

  • The simplest way would be to add a timer behaviour to bonus_tomat and add these events:

    on bonus_tomat created - bonus_tomat set timer to 5 seconds

    bonus_tomat on timer - destroy

  • I don't understand.

    pizza on destroyed - destroy pizza?

    but you could just add a system trigger once while true under the system gpizzadestroy < 15.

  • You have to set up an event and add conditions to make your bad guy throw an object at the time you want.

    ths condition could be based on distance, line of sight, or whatever else you think is important.

    example:

    (event and conditions)

    badguy is mirrored

    system compare two values: player.x < badguy.x

    System compare two values: distance(player.x,player.y,badguy.x,badguy.y)< 200

    system every 0.2 seconds

    (actions)

    • badguy spawn bullet
    • bullet set angle towards player
  • When things on different layers start moving around unexpectedly one question comes to mind.

    Did you change the scale and/or paralex properties of any of the layers?

  • Both would work.

    I'd add a circle sprite, position it where the retouched aspects are and set it invisible.

    just set it visible on touch, so there's a circle around the retouched spot.

  • Add a condition is visible..

    On breakmenu-button touched - do whatever you want the button to do

    breakmenu-button is visible

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  • What behaviour are you using for your movement?

    I would assume 8-direction for it seems you are talking about top-down-view, but 8-direction automatically turns sprite in the right direction, so then you wouldn't be asking this question.

  • I really don't understand how your game works, but maybe you could use the clamp expression to prevent things going out of the circle edges.

    Or you could just use the distance expression to compare the distance of the sprite to the center of the circle.

  • The easy part is deducting lives if level is not completed.

    You'd need a global variable for the amount of lives you have and deduct 1 from it if the level is played unsuccesfully.

    The harder part is the replenishing part, at least if you want the replenishing to continue if the game is not running. Construct 2 doesn't have a possibility to see how much time has past between close and start. There is a plugin for system time you could use to get just that information.

    The replenishing itself could be done with a sytem every x seconds or a timer behaviour adding 1 to the amount of lives after a certain amount of time has past.

  • something like this?

    bullet on created set angle : bullet.angle+random(-5,5)

  • Kraudi

    Great graphic design!

    Easy on the eye, great colours, really tight.

    Only thing that bothers me in your screenshots is the "The monster have been killed"

    it should be either "The monsters have been killed" or "The monster has been killed", but good work, hope to see more soon.

  • Not actually a screenshot, but combined screenshots:

    <img src="https://dl.dropboxusercontent.com/u/48563442/Bodyshapes-preview-shapes.jpg" border="0" />