Nimtrix's Forum Posts

  • When you return to the first layout, all non-global objects you have placed in that layout are respawned. What you could do is make a global sprite that spawns your officeworkers, and use an instance boolean to check if the officeworker has already been picked. Then, on start of layout, spawn an officeworker on every spawner sprite with the boolean set to "false".

    Edited .capx: railslaves_game.capx (r98)

    (PS: I moved some overlay sprites to a different layer to get them out of the way and deleted some files to reduce the .capx file size. I would also suggest using groups and comments to make your project easier to navigate through. For yourself and others.)

  • Okay, the problem is you're using the "Compare Time" condition. This condition returns the time in seconds since the game started. It doesn't matter which layout you're on.

    What you could do is create a new global variable "timer", and add 'dt' to that variable every tick in event sheet 1. Then compare this value instead of using "Compare Time".

    Global variable timer = 0
    
    +System: Every tick
    ->Add dt to timer
  • If you upload a .capx to dropbox we could have a look. Makes it easier to see what's happening.

    (Save your project as single file, register a free account on dropbox.com, put the file in the public folder, right click the file, select copy public link, paste on forums)

  • The link is a dead end, maybe you moved the .capx? Please double-check/reupload and I'll have a look when it's sorted. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Did you know you can choose "Close all but this" if you right click on a tab?

    A way to distinguish between event sheets/layouts would be a nice addition though.

  • If you set your sprite to spawn every second, you can just multiply that with the level. For example Every (1 * Level) seconds. Here's a quick example to illustrate:

    DecreasingSpawntime.capx (r98)

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  • Hmm, sprites resize properly as well in my browser. Made the text return Sprite.Width and it also returns the expected value. Maybe it's a problem with the graphics card driver, have you tried updating?

  • Strange, it's giving me correct values. What is the size of the screen, and what value are you getting?

    Edit: I use Chrome by the way

  • Ah, I see the problem. Here's one way to do it, hope it helps:

    PickingAnimation.capx (r98)

  • How about adding a "For each" loop? Add the condition "System: For each 'Enemy'" to go through all the 'Enemy' instances. If that doesn't do the trick, could you maybe upload a .capx to dropbox so we could have a look?

  • Use a variable as a charge-timer when mouse button is down, then set the bullet speed of the shadow object to the variable when mouse is released:

    topview_projectile_charge.capx (r98)

  • Do you have any "Physics torque towards position" conditions? In that case, it's a reported bug with r98.

  • Sure, here you go:

    railslaves_game.capx (r98)

    <font size="1">Edit: Link removed to avoid confusion, reposted below</font>

  • Make two global variables, let's call them SaveX and SaveY. When your character hits the block, set variable SaveX to PlayerObject.X and SaveY to PlayerObject.Y. Then you just put an On start of layout event where you place your character at SaveX, SaveY.

    This way you save the players position in the variables, then place him at the saved location when returning to the layout.

    Edit: I forgot to mention, if you use "on start of layout", you should set the variable's initial values to where you want the player to start.

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