MPPlantOfficial's Forum Posts

  • Kyatric

    Have you checked the capx file?

    Fixed your capx for you.

    Here you go, mate: https://www.dropbox.com/s/q1jt99q4ctjcd ... .capx?dl=0

  • Introduce an instance variable

    SQ_MOVEMENT.

    _________ | Set SQ_MOVEMENT to floor( Time % 4)

    This will cause SQ_MOVEMENT to be reset 0,1,2,3,0.... infinitely.

    Then give it a custom movement,bullet or use lerp for each state.

    Decide which one you'll use then do this:

    SQ_MOVEMENT = 0 | [Move Right]

    SQ_MOVEMENT = 1 | [Move Down]

    SQ_MOVEMENT = 2 | [Move Left]

    SQ_MOVEMENT = 3 | [Move Up]

  • What do you mean by "forever loop" ?

    Could you elaborate or post capx?

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  • Maybe you can create 2 sprites.

    SKIN_SPRITE and POSITION_SPRITE.

    Use POSITION_SPRITE for all your movements. Set its angle to mouse, set it to invisible if you want.

    Set SKIN_SPRITE position to POSITION_SPRITE.

    SKIN_SPRITE will then serve as your character.

  • Plinkie's sol'n is good.

    Another way would be to use % or modulo.

    Using variable compare:

    If Score > 0 &&

    If Score % 100 = 0 | [award your prize.]

  • -Create Door sprite

    -Create Hinge sprite

    -Put Physics behavior on BOTH

    -Set Hinge to IMMOVABLE.

    -Set Door origin to either side, just not the middle.

    -Set Door position to Hinge

    -Create [Limited] Revolute Joint. It can be found on actions under Physics.

  • Well I don't know how to implement it using the built-in Progress bar feature but here's an example using a sprite:

    https://www.dropbox.com/s/96t59h6iltc1f ... .capx?dl=0

    This doubles as a timer bar AND life bar.

  • What exactly do you mean by "more difficult?" You mean increment more slowly?

    Seems like you only need to set and readjust the maximum and minimum lives on your life bar.

  • How about making the input for your charged jump Down + Jump ?

    So you can change regular jump input to 'On Jump Pressed && Down not pressed'

    EDIT:

    More suggestions:

    'On Jump Pressed && Down Pressed' | Player start timer 'ChargedJump'

    'On Jump not Pressed or Down not Pressed' | Player stop timer 'ChargedJump'

    On Timer 'ChargedJump' | Jump

  • Wish you had a degree of control over the cat. Maybe a button that increases walking speed. Because it's pretty tedious walking back and forth opposite ends of a map every time you don't get a jump the first try.

  • > Set angle to self.Angle - 10*dt???

    > Why not just self.Angle - 10 ?

    >

    dt is the time that passed between the current tick and the former tick, by setting every tick the angle to self.angle - 10* dt, you make it change every tick with a speed of 10*dt degrees per frame, which translates to an average speed of 10 degrees per seconds regardless of the framerate.

    if it was just self.angle-10 then it would change not only faster, but alsodepending on the framerate (twice as fast on a screen with a 120Hz refresh rate compared to a 60 Hz one, also would be slower if the game was having a hard time rendering every frame on a regular basis)

    hope that helps

    Oh I see. Sorry guys. I confuse dt with time

  • Oh so THAT's how you use clamp. Never knew what it was for.

  • Haha, I'm not sure, I just took the example from the tutorial. Is it not necessary? I thought dt was used to make it go smoothly. So it won't change angle instantly but move towards it.

    dt is actually time that passed since you started the layout.

    Don't worry. I did not read the manual myself and just learn construct 2 by trial and error looking at the capx examples.

  • Set angle to self.Angle - 10*dt???

    Why not just self.Angle - 10 ?

  • Keep the sprites as blocks but draw zombie faces on them.

    Zombies are so generic these days.