NotTimTam's Forum Posts

  • I need more info. What are you using to make your player move?

  • Just create a ducking animation for the player with the collision box angling to fit it. (that way collisions with the player cannot occur above the player. Then, if you are using the platformer behavior, just set his speed to 0 while the crouch key is being held...

  • I'm not sure how Construct 3 saves and loads files exactly. Essentially I created a JSON file called "keyconfig.json" that has a few lines of data where the key name is the name of the button and the value is the KEYBOARD keycode that I want. I so far have code working to grab those values and assign them to in-game variables and I have code that changes the JSON values when you change stuff in the keyconfig prompt. But it is only temporary, if you close and reopen the game all of the JSON values are reset to their initial value. How can I make construct SAVE the data to the JSON file permanently?

    {
    	"up": 38,
    	"down": 40,
    	"left": 37,
    	"right": 39,
    	"b": 90,
    	"a": 88,
    	"start": 27,
    	"select": 13
    }
    
  • I didn't even think of using a string to store typed characters. Brilliant. Thanks a ton dop2000

  • I am trying to add a secret menu to my game that is activated by using the Kunami Code (UPUPDOWNDOWNLEFTRIGHTLEFTRIGHTBAEnter) I know how to register multiple keys being held, but how do I detect if certain keys are hit one after another in a certain amount of time. I was thinking possible to have a countdown variable and if all the keys are hit before it hits 0 it would open the menu, but I don't have a clue how to make it detect if they are hit in the right order. Thanks for the help!

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  • So I want to create a Terraria-esque game using tilemaps. I have the breaking and placing of blocks working great. But there is an issue, I want to make different tiles take a certain amount of time to mine. You can't set certain tiles to have specific variables like that. What do I do?

  • k thanks

  • I am making a game where when I play an audio file, the guys mouth should open based on the current loudness. Like if its a loud sound, his mouth is open wider, and a quiet sound he opens it a little. How do I get the current volume level on the audio? I am using the block script not javascript. I have no clue how to get this value from Audio

  • Duh! Thanks so much! I didn't even think of using a boolean...

  • I am making a Tetris game, as of now, it doesn't have any sort of locking system. Basically, on the start of the game, a shape is spawned in, it falls to the bottom of the screen, once it hits the bottom of the screen, or (later in the game) another block, a new block should be spawned in and begin to fall. The problem is, the script that spawns in another block is:

    on collision with (another shape) or the ground:

    Create shape

    As you can probably tell, every time a slight collision is made (this is an intentionally bad Tetris game that uses physics) a new shape is spawned, causing thousands to spawn in and break the game... What should I do?

    Tagged:

  • can someone make a fresh link to this?

  • I have included a .capx file with a construct 2 game I am working on. I was wondering if you guys could go through and tell me some of the bugs you found, and how I should fix them. I know, the player sheet is a mess. But with free edition, I can't use over 100 events, so groups aren't a choice for me. <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad" /> #poorasdirt

    Thanks!

    drive.google.com/file/d/1u33wDM ... sp=sharing

  • It may (Line of sight) will work better for you situation, will help you avoid the (every thick)

    I forgot to destroy the bullets when are outside of layout I leave up to you, I hope it helps

    Capx: dropbox.com/s/tnvdk4rbqvi1zlc/Drones%20Follow%20%26%20Shoot.capx

    Thanks so much! thanks again anyway!

  • I have been working on this game for a while, and have been stumped on this one problem!

    Basically I have these turrets that shoot at the player. I set there setting for rotation to "no." But I want them to chase after the player if they get within a certain distance of the turret (i.e. 200 pixels). So I do:

    system>every tick>
        turret>set angle towards position>player.X, player.Y
        turret>move forward
    [/code:tui6q3f3]
    
    Now, these turrets are supposed to look like drones, so them rotating towards the player makes them go sideways and upside down, which just looks weird. If I remove the set angle bit, they just move in one direction. (obviously) I want them to still follow the player, rotating towards his position, without actually VISIBLY rotating.
    
    I can send a .capx if needed.