mattshallow's Forum Posts

  • Ha, this always happens to me. As soon as I post my issue I figure out a solution. Maybe not the best but it works. Basically I use a trigger once while true condition.

  • I want to play a short 3 second piece of music at the end of the level. After I call the Audio object to play the music I have a wait action that lasts 3 seconds and then a restart layout action. However this does not seem to work as the wait action seems to pause the music the moment it starts. It sounds all glitched. I have tried a few audio files that I know work and same issue. So I am guessing it is not possible to have a wait directly after an audio action. So whats the solution?

  • Ok removing autosave extension resolved this. My poor heart!!!!!

  • Ok I found the capx.autosave file. It is a secret file in the directory I was working on however how do i get my most recent autosave? Everytime I launch the project it loads work from two days ago. starting to panic now!

  • My construct 2 crashed and I had autosaves on. I had seen it auto save a number of times today. After the crashed I went into the most recent project folder in which I had been working on but it says it was last modified on 7th April. Where are the auto saves saving to and how can I retrieve my work?

  • After playing around I now have an array that reads messages in from a file. I then iterate through the array as the "next" button is clicked. This mean I only have one text object, and one sprite object for the border. I don't think I can make it any more efficient.

  • When the player starts a game for the first time I want a static text tutorial to start. This will involve the player being told what all the HUD elements are and so on. My idea is to have message boxes in which the player can click a button to move on to the next message. I am wondering what is the best way to do this resource wise.

    My thoughts are that I should just have one Sprite which will be the main message border that I can toggle visibility on and off. Inside that I have one text object with many instances for all the different text tutorial content. As it stands I have around 20 instances for the text. For each new message I destroy the old instance and make the new instance but I am not sure if this is costly resource wise.

    Is there a best practice/example for text tutorials and using loads of text?

    Thanks

  • With A few tweaks your solution worked for me. Thanks!

  • Great, I will try this out! Thanks.

  • I know there are a few examples on the forums but maybe not with my current setup. My player has Platformer behaviour and not solid. I gave him the bullet behaviour with settings set to zero and "bounce off solids" turned on. My enemy has solid behaviour. However when my player hits off enemy he does not bounce. My bullet behaviour is enabled from the start. I also need my player to be able to bounce off enemy from any side so from the left top or right. Any ideas? Thanks!

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  • I noticed while testing my game on an android device that haptic feedback is on when I long press. Is there a way to turn it off? I tried setting Browser->vibration to zero but that did nothing.

  • [quote:3pv36got]Maybe a simple bullet with gravity?

    After a bit of tinkering I managed to get a pretty good effect using bullet. When a worm is touched the hawk dives towards that position and destroys the worm. The hawk bounces off the worm and I angled the worms collisions so the hawk will always bounce upwardly. I am going to use animations to give the arc effect as the trajectory is is pretty straight. It's not that bad though.

    For anyone wanting to do similar here is the code. The bullet gravity is 0 which is default I believe.

  • nevermind I see it does not.

  • hey kriand, Does that project you linked work in c2?

  • I need it to go to the touched object. I will have a look at your examples there.