phanamanaman's Forum Posts

  • Weekend's here, some time to work on this.

    What I have is not elegant yet, as it is not the optimal solution. It works, but not as seamlessly as I imagine it can:

    Totally "hard-coded". If I come up with the correct solution I will post.

  • Hello -

    I have a ball in the center of the screen.

    1. How do I make a character run around the ball?

    a. Do I simply use orbit? I tested the following: I placed a ball in the middle of the screen, and have the object orbit around the ball. Technically speaking, this is orbiting, not running per se (see b).

    b. Is there a way to assign gravity to the ball and the character is affected by the gravity? Then I would tell the object to move forward but it would then be affected by the pull (and collide with the ball surface)?

    2. Depending on the a or b approach, how would I make the character jump (increase its distance from the center of the ball, but still orbiting or moving forward, depending on a or b)?

    Thanks, regards!

  • Hello -

    I have uploaded my first game in Construct to the arcade, Space Quartz!

    The game is based on a vintage arcade space game. Navigate your ship through the cold of space destroying the space quartz. Use left, right and up arrows for movement and the left shift button to fire your laser. UFOs will come out of hyperspace to fire either in random directions for at you, so dodge their lasers and eliminate the UFOs!

    You will be awarded an extra ship at 10,000 points.

    Go check it out at the arcade!

  • Thanks! And just like that, it worked like a charm. And if appropriate, mods, go check out Space Quartz at the arcade!

  • Hello -

    I have a problem uploading a game made in Construct 3 to the Arcade. When I save the project file to my computer it has the suffix ".c3p" . It seems the arcade does not like the suffix, as when trying to upload the zip file I get the error message "Your zip file contains files with the extensions .c3p. These files are not allowed."

    Any ideas or pointers? Thanks, regards.

    > Did I tell you I'm an idiot? I just tried it at home, unplugged from a power source, with the home network. Boom, "problem" replicated. I owe you one.

    This may be totally unrelated and it's not like I can help or you asked, but maybe you could calm down a bit? Not trying to sound mean but a response like that might not get you the help you need.

    My repsonse means Ashley was right - Ashley called it out, I said no, I dismissed it but then replicated the problem using a home connection and unplugged to power as originally surmised.

    This doesn't really make any sense, as the performance of the game has nothing to do with the quality of the network connection. Games are run locally on the device without using any networking, unless you make a multiplayer game.

    Perhaps it's something like battery throttling instead? If it's charging when using home wifi it can use more power, and if it's on battery while tethering it may run in a power saving mode which reduces performance.

    Did I tell you I'm an idiot? I just tried it at home, unplugged from a power source, with the home network. Boom, "problem" replicated. I owe you one.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • An easy way is to use a Tiled Background object instead of a sprite. If the width of the heart image is 20px, then all you have to do is set TiledBackground width to PlayerLives*20

    Thanks! I will also try this method out.

  • I use tree as lives meter in following example: https://www.dropbox.com/s/f6a6vchulevej8m/Clock%27O%20Gear.capx?dl=0

    Thanks! The loop worked fine.

    Interesting file, by the way!

  • Hello -

    How do I show the number of lives a player has as sprites (like Marios or Pac-Men) instead of a number? In another language I used in the past the correct term was to "replicate".

    Thanks, regards.

    Hello. It shouldn’t be battery throttling, as I plug the computer and phone into power outlets when away as well; the only difference in this scenario is the connectivity.

    Hello.

    I use Construct at home and sometimes away while tethering to my phone. When I preview (run) my project using home wifi, it runs smoothly. However, while tethering, it runs choppy.

    Is there something I am doing wrong? My mobile plan has high speed internet. I haven't figured out what could it be yet.

    Mods, if this post should go elsewhere, please move accordingly.

    Thanks, regards.

  • Because I didn't pay attention! Now PlayerBullet.Count works well. Thanks!

  • OK, fixed it! It's a mix of suggestions and first-timing, so forgive my mess:

    In the first image you can see I put in the three conditions: button pressed, the laser count is less than or equal to BulletsOnScreen (set to 4, so you can fire that last laser and get to 5), and the player can shoot (is not locked out).

    In the second image you can see that if there are 5 lasers (greater than 4, the value of BulletsOnScreen) we lock the firing out by setting CanShoot to 0 for 2 seconds, then unlock it by reverting CanShoot to 1.

    In this third image I just leave the movement and destroy after 1 second.

    Now that the concept works, I'll fine tune the times and the laser speed.

    Thanks for the help!

  • So, to clarify - as long as you keep the number of lasers on the screen below 5, you can fire a new laser at any time without any delay. But when there are 5 lasers, the gun becomes unavailable for 2 seconds. Is this correct?

    Hello! That is correct.

    First, you can use PlayerBullet.count expression instead of BulletsOnScreen variable - this way you don't have to worry about updating this variable when a laser is created of destroyed.

    You can also use "Timer "Bullets" is running" condition instead of CanShoot variable.

    There is a mistake in your second event - "BulletsOnScreen>4" condition runs on every tick while it's true, so the timer is restarted again and again.

    I suggest you create a sub-event inside the event where the bullet is spawned. In that sub-event check if the PlayerBullet.count>4, and start the timer.

    I'll try the suggestions above and provide results. Thanks much!