Maverick1912's Forum Posts

  • Haha, there you go : drive.google.com/open

    At first,I made an example with the Global Variable for one enemy.

    So if I need to apply for many enemies, the Global Variable is not my choice.

    Because it have 1 value and you want to apply for all instances, it is not logical at all.

    I am using Instance Variable for each enemy.

    Do the same with one enemy and it is working well.

    In the future, please don't stick with one direction, try to improvise for other situations :)

  • Here is the screenshot :

    It is short because I search it in the eventsheet.

    These are the place it appear

  • I think your layout size is bigger than your window size

  • I am not computer right now so I can't take the screenshot.

    Here is what I did:

    - Have an instance variable on enemy(ex: movingAngle)

    - Save bullet.angleOfMotion on start layout

    - Save when collide with WALL

    - Set angleOfMotion = self.movingAngle when not overlap electricShock

  • Add a boolean variable (isFalling) to your ceiling.

    Add platform behavior to it.

    isFalling = true: set platform enable

    Ceiling on landed: set isFalling to false

    isFalling = false: set Ceiling.Y = self.Y - 2

    If Ceiling.Y <=0: set isFalling to true

  • Glad to know.

    I hope I could play your game soon.

    Cheers

  • I think you need to save his current angle of motion in a variable.

    Then when not overlap, set it angle of motion to that variable.

  • I have an idea that each pancake you will have variables to store the current frame for the side and the state of pancake is facing up or not.

    pancake have instance variable :

    - facedown_frame (number)

    - faceup_frame (number)

    - isFaceUp (Boolean)

    => For Each pancake

    If isFaceUp = true :

    >> add 1 to facedown_frame

    >> Set pancake frame to Self.facedown_frame

    If isFaceUp = false:

    >> add 1 to faceup_frame

    >> Set pancake frame to Self.faceup_frame

    Just my idea when thinking about your issue.

  • no problem, mate.

    If you can use array, it could help you manage your library better. :)

  • Yes, restart layout won't reset your variables until you refresh the page.

    You can add Reset Global Variable to reset when restart.

  • You can bound it with your own rules :

    - Set it invisible when inactive, then on touched it, if it visible, you do the action

    - Do the same if you want to use Opacity

    - Have global variable to cover all your action

    Ex : gamestate = 0 --> you can touch Start Only

    gamestate = 1 --> you can touch Continue Only

    - Or any rule which you can set to make you feel convenience when doing your game.

    Cheers.

  • Can you try import a file that have extension is .WAV?

    Construct will auto convert it to .M4A and .OGG.

    I never use .AAC before so maybe Construct 2 does not support this extension.

    Link for more details : scirra.com/manual/52/import-audio

  • There you go :

    You should check Enemy overlap ray_attack instead reversed it.

    The overlap and not overlap should be same level of condition.

    The condition enemy_life should cover the overlap checking, because when it not overlap it will back to "enemy_normal" although the life bar has been destroyed.

  • Can you share your capx?

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  • no problem, here is my capx : drive.google.com/open