MadSpy's Forum Posts

  • Take a look: capx

    It can be improve (eg attemps left, better trigger with numpad etc)

  • If by example you mean capx, I don't have the capx with me but I used the following:

    * objects: mouse, keyboard, spritefont, function, 3 text objects and 1 other sprite

    * each number of numpad pressed or each click on spritefont is append in temptext (invisible) and runs a function to copy the digit and the "_" for digit left while len(temptext) is not egal to max lenght of your key

    * once temptext lenght = max lenght, a function compare if temptext= keycode and unlock else display "access denied" and restart the user key

  • I tested this few month ago

    Is it something like this you want to create?

  • you could add a timer in order to make them invisible again

  • you could try the following:

    you could save the code as text variable keycode="12345" and use a text object for player's key playerkeytextobject=""

    when player press a key or click on keypad append the digit to playerkeytextobject then compare the playerkeytextobject with your keycode

  • You could use array in order to save all infos you need when you reload your layout

    But I suggest you to use a layer for your inventory

  • add timer behavior

    on enemy create start timer"jump" random(2,4) (once)

    for each enemy

    ontimer "jump" :simulate jump and start timer "jump" random(2,4) (once)

  • why don't you use layer instead of another layout?

  • Anonnymitet , this demo is very funny to play

  • Voted Yes, followed, added to favorite.

    btw, nice trailer

    Mad_Spy

  • I don't know how it will be used but it is very large ^^

  • You can use 2 array (size = len(variable) and compare each letter (you can use lowercase(variable) in order to convert each variable)

  • Do you try "On tap object" condition?

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  • why pick detectionsprite when ID=0 ?

  • If you want to make a health bar (or power bar) you can try:

    HealthBar.width=(Self.InitialWidth + (Player.Health-PlayerMaxHealth)*(Self.InitialWidth/PlayerMaxHealth))

    InitialWidth = instance variable

    Change color:

    You could use setcolor effect:

    with function you can set color

    *compare player.health > 66/100*playerMaxHealth then set color "green"

    playerHealth is between 66/100*playerMaxHealth and playerMaxHealth*33/100 then set color "yellow"

    playerHealth <33/100*playerMaxHealth then set color "red"