OddConfection's Forum Posts

  • bkdove

    I've added your game and voted 'Yes', I hope you get many more votes.

  • helena

    The object is called TileSprite but you are comparing Tilesprite.count

    Object names are case sensitive.

  • chosensha

    To prevent the player from doing more than one Dash:

    Add a boolean instance variable to the Player object called CanDash, set it to true initially

    Add a condition to the Dash event: Player.CanDash is true

    Add an action to the Dash event: Set Player.CanDash = false

    To re-enable the Dash, on landing:

    [c] Player On landed

    [a] Set Player.CanDash = true

    To re-enable the Dash, when on the floor:

    [c] Player.CanDash = false

    [c] Player Is On Floor

    [a] Wait DashCooldownTime seconds

    [a] Set Player.CanDash = true

    Alternatively, you could look at using the Timer behaviour for re-enabling the Dash

  • hurricanefly11

    This isn't a bug, so not sure why you're posting in the bug section.

    Anyway, log into the site and go to this link: https://www.scirra.com/store/downloads

    You should find your license there, download it and put into My Documents on your computer.

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  • praggers

    While logged into the site, go to this link: https://www.scirra.com/store/downloads

    You should find the download for your license there.

  • 8-Bit Fiesta and The Next Penelope were the first to come to mind, but I'm not sure if they are just local multiplayer or multiplayer over the internet.

  • frayt

    Give the Monster an instance variable called Alive that is true initially that you set to false when "they get bullet in their head" or are otherwise killed.

    Then do:

    for each Monster
       Monster.Alive = true
          Player.X < Monster.X: Monster move left
          Player.X > Monster.X: Monster move right
          Player.Y < Monster.Y: Monster move up
          Player.Y > Monster.Y: Monster move down[/code:1f1clg19]
    
    This should move only living Monsters towards the player, with each Monster moving independently.
  • Klungland

    C2 doesn't have anything built in to do this, so you might want to see if there is a way to do it in JavaScript and use the Browser plugins Execute JavaScript action.

    I believe this has been asked before, so a search of the forums might find the answer.

    EDIT - Found this:

  • You could do:

    Enemy: On created - Create health bar

    Which will run once per enemy

  • I need to add following customized icons [quote:28fhqwax]tvdpi : 64x64 px

    xxhdpi : 144x144 px

    xxxhdpi : 192x192 px

    to my project. How do I do this? (i think they need to be in res/drawable. not sure)

    I have the icons, but im not sure how to add them. Please help if you know.

    (This is a mobile game)

    Ashley

    Arclight

    I've not had to do this before, but this is what I would do:

    In C2, open the capx and look in the Projects window and go down to Files->Icons where there are some icons named icon-16.png, icon-32.png, icon-114.png, icon-128.png and icon-256.png

    Name the new icons appropriately based on their size i.e. icon-64.png, icon-144.png and icon-192.png, and put them in the same location.

    Finally export and produce the APK file as normal

    You might want to edit these existing icons to match your game if you haven't already done so.

  • You could do:

    Enemy: On created - Create health bar

    Which will run once per enemy

  • dansilveira

    Here's a quick example capx (r233)

    Basically, I scroll to the player ship (has Car behaviour for movement), turn Unbounded Scrolling to Yes and when the ship reaches the edge of the layout I adjust the ship position by adding or subtracting the layout width or height as appropriate.

    You'll need to make the outside of the layout match the opposite inside edge, which I do using a Tiled Background.

    EDIT: Updated drop box link

  • so how can i correct that?

    Create less coins (maybe 1 every second or set an upper limit e.g. Sprite3.Count<1000) or destroy them the same way you do the particles.

    It all depends on what you are trying to do with the coins and how many you actually need.

  • You're creating a coin (Sprite3) every tick, so roughly 60 a second or 3600 a minute, but I don't see anything to destroy the coin other than on startup.

    1min = 3600 Sprite3

    2min = 7200 Sprite3

    ...

    10min = 36000 Sprite3

    And these are Bullet objects too.

    As it stands, you can only edit projects that exceed the free edition limits if you have a valid license.

    So might it be possible to do something like this?

    Never had a Licence: Projects that exceed the free edition limits are read only

    Have an expired License: Can edit projects that exceed free edition limit, but only export to free edition options

    Have a current License: Can edit projects that exceed free edition limit, can export to all options

    This way Hobbyists (who might pay once) can still edit and share their games and Professionals (who might subscribe) can export to the platforms that are easier to monetize.