makotto's Forum Posts

  • Put all the platforms in a family, then create the condition: when ball collides with (platform family) set ball to inmovable.

  • I am assuming that in your capx, the menu comes before the stage.

    When you go back from the stage to the main menu, the lifetimeScore variable gets overwritten by the current highscore, also everytime stage is launched, lifetimescore is initialized to zero.

    One way to solve this is to create the lifetimescore variable in a different event sheet and include this event sheet on stage and menu.

  • To start the audio use "On any touch start", and to stop the audio use "On any touch end..."

  • Use the 'else' condition. Construct2 has 'else' condition under 'system'

    It will look like this:

    if ( loopindex ==1) //do something

    else if (loopindex ==2) //do something2

    else if... // and so on

  • Set up your pre programmed motion as functions that return values for x and y coordinates. Then set your sprite x and y to those coordinates every tick.

    For example, for a simple movement in diagonal left to right:

    Every tick: set sprite.X to self.X+1

    Every tick set sprite.Y to self.Y+1

  • Well, there's always some syntax involved (C2'so expressions).

    Overall C2 is very user friendly. The only limit is your skill to understand the challenges in your project and how to address them

  • Set a variable to count the jumps. Every time player jumps add 1 to the variable.

    Now create a condition:

    On up arrow pressed and

    if jumpVariable<2 set y vector to -500 //this will make your character jump

    add 1to jumpVariable

    Also add a condition for setting jumpVariable to zero when your character touches the ground

  • Okay... this is one to do it:

    Expected behavior: Double jump only after the player initially jumped (even after player starts to fall after a jump).

    So, your main condition is that you can only start a jump while on the ground or after another jump up to one time.

    Use the jump variable for this.

    Modified refais23 capx again.

  • To add (or change) any functionality on your games, first you have to figure out exactly what do you want to change and then figure out a way to do it.

    In this case, you need double jump to be active only if the character jumped, not if the character is falling (off a platform, for example). So all we need to do is add the condition:

    Player platform is NOT falling [Add it to the double jump code].

    I edited refais23 capx with this change.

  • How about using a function?

    You will just need to change the output. Instead of displaying a spritefont, you can use the number to choose an animation frame.

    This capx works fine. Let me know if you have questions.

  • Use a compare condition function. param (0) = 1.

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  • Congratulations! Keep up the awesome work!

  • Add a variable when saving

    On save condition add variable saved=trueat begging of each layouy if svaed=true go to a specific layout.

  • You use the For Each [cube] condition and check if the values of the x ans y variables match your criteria

  • Just add the COST variable inside the function call

    Mouse on left button   --> call buy(VarCost)

    Buy on call: COST set value to self - function.param(0)