moonshade10's Forum Posts

  • 11 posts
  • Thank you both for your advice I will see if it works

  • I would guess you need to make a global variable IsPlayerTurn = -1. This would mean it's time for the cinematic to play.

    At the start of layout if the IsPlayerTurn = - 1 then start a function where you disable the movement of the sprite, and assign your own.

    After each attack set the IsPlayerTurn either to 0 or to 1. 0 for the boss's turn for example, 1 for the player's.

    I am looking to set it up in the style of the fighting interface on the mobile app Dragon Mania

    i.ytimg.com/vi/h7MRPNSYaog/maxresdefault.jpg <--- that is what It would look like about. I was wanting to used certain keys to activate the attacks (Eg. "Press X for Attack A, Press Z for Attack B" and so on)

  • Hey. I added background music to my game but I would like my song to play through the levels without starting over when I advance to a new level or when the player dies until I change the BGM. I tried making it global but it didn't seem to work how I wanted. The same song played through my levels, but it always started again from the beginning which is not what I want. Do you have any ideas on how to fix this?

    Thanks

  • Sorry, but what are you trying to achieve?

    When is the object supposed to be destroyed? When you press Enter after it has collided?

    If that is the case, you can simply store the collided object's UID in a variable (global or instance doesn't matter).

    You do so by adding an event "Player: On collision with [object]".

    Underneath that, add an action "Set value "collisionUID" (your variable) to [object].UID".

    (Since the colliding [object] gets picked by the event, the correct object's UID will be stored.

    Now, you add your keyboard event "On Return pressed".

    As a sub-event, add an expressional picking condition, picking [object] with the expression [object].UID = collisionUID.

    On that condition, add the action [object]: Destroy.

    Done.

    ____________________

    You can also add a condition to the keyboard pressing event: "If 'CollisionUID' is not 0" and an action after the destroying action: "Set 'CollidionUID' to 0".

    This prevents destroying an [object] that already has been destroyed.

    If you need further help or a .capx, give me a shout.

    I would appreciate a .capx because I'm not exactly sure how you apply what you said

  • Hello. In my game that I am making, I was trying to make an object that is destroyed by the sprite colliding with it and then destroying it when Enter (return) is pressed. I have tried to attempt it but it doesn't get the job done smoothly and you have to jump on top of the object in a certain spot in order for it to work. Any advice on how to fix this?

    Thanks

  • Hello. I am using the free version of Construct 2 and for my final boss in my game, I was hoping to set it up in an RPG style format where the sprite walks up to the boss and the sprite and boss take turns in their attacks and the user has different attacks it can select from. Any Ideas?

    Thanks

  • Hello, so I am trying to add a danger in my game of a falling spike that falls when the main sprite enters a certain area and will destroy the sprite if it falls on them. Any ideas?

    Thanks

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  • Thanks! I think that will work!

  • Thanks! That is exactly what I was looking for!

  • I was wondering how to make a certain group of text to disappear and them make a new group of text appear when a certain key is pressed. (like in story-based RPGs) Any ideas on how to do that?

    Thanks

  • I am currently using the free version of Construct 2 and I am wondering how to make a checkpoint. Any ideas?

    Thanks

  • 11 posts