PhoenixNightly's Forum Posts

  • Is it possible to give an eventsheet screenshot?

  • From the manual it appears like it C2 doesn't offer the option of touch sensitivity.

  • Clean and simple... You can always change that the PickedCount get put into a variable. But now you know where to find it

  • Is your project setup using the standard aspect ratio?? The Letterbox scale is going to scale it the best it can proportionally. So that is the result it considered to be proportionate to your project set size.

    Have you read over this??

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    Cause it honestly doesn't look like you used an standard aspect ratio for your project but...I could be wrong.

  • Ok got in very tricky please list the controls cause nothing tell me what to do. I can go up and down but how do I fire.

  • Ummm...it look interesting but I can't get the game to start. I am suppose to hold WS for 1st player?? Why not have each player hit a certain key to activate their player then click to start?? Cause I held WS for nothing to happen. I am not patient person and have a short attention span and starting up should be simple.

  • Your code is incomplete...don't really need instance variable for something like this... I guess. The way you had it coded it was doing what it was actually told to do. But with this what every object instance that this is true for the condition will execute for it. So if the player is over it when the key is down only the pickup object that it is true for will be destroyed. You don't really need the collision line either and change the keyboard condition tor KEY IS PRESSED

  • I have seen an IAP option but I never used and Facebook. Development does take time when its a team of two and it also take money.

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  • Maybe set the touch to make sure the touch isn't over the button . so make another condition with the is touching condtion that says isn't over fire button. It sound like the is touching is still activating cause even though it over the button its technically still over the background.

  • Your basically there but I don't see the purpose of the highlight area. Check when the animation is finished and touching the ground to activate the destruction of it. And if the book animation isn't set to loop you can check for when it has stopped or check when its 'not falling' anymore destroy it then. Cause I see you set angle so I assume you have 'platform behavior' attached to it?

  • You have to set it up in Ludei to do that. Are you testing in the Launcher they provide if so you should have the new one and click the clogwheel and see and orientation option if you are compiling over the server before you send there is options to set it landscape.

  • https://www.scirra.com/manual/124/system-conditions

    Scroll to the bottom and there is your answer.

  • Maybe if this was posted in the correct area you could get more responses. This is C2 subforum and I never used the classic. In the proper place you would have people that use the classic see it.

  • Spindraft right click on the alert statement and in the list of options choose invert and it will change the statement to not. This is what is used for changing a statement to false. 'If alerted' is true when you invert it adds the X meaning 'if not alerted' which is false. So basically if the Enemy is not alerted do this.

  • I copy and paste all the time and select section if code to move around also. the only time it doesn't work with pasting some code elsewhere is when I have an event that I want to make an subevent of there are certain ones that don't allow it to be made into subevents. So if the event has a arrow in front if it you won't be able to make it an subevent. To move an event around all you have to do is click the empty area in front of the event and it will select all the child code with it and you can move it up an down. But again if the event doesn't work with the else statement and you try to drag it there it won't work.