procrastinator's Forum Posts

  • Correct! Bit more to it because of the "is pressed", since this will trigger the unpause event too as that will also be checking for "is pressed" and is also checking for isPaused = 1 which was set in the pause event. So we need another variable canpauseUnpause. Same kind of thing though.

    global isPaused = 0

    global canPauseUnpause = 1

    + every tick

    -> set canPauseUnpause = 1

    + if pausedkey is pressed

    + if isPaused = 0

    + if canPauseUnpause = 1

    -> set isPaused = 1

    -> set timescale to 0

    -> set canPauseUnpause = 0

    + if pausedkey is pressed

    + if isPaused = 1

    + if canPauseUnpause = 1

    -> set isPaused = 0

    -> set timescale to 1

    -> set canPauseUnpause = 0

    pausedkey being whatever key you assign to be the pause key.

  • That's because you're setting the ID variable to the ID variable ;p You need to do...

    Enemy3_Escudo Set ID to Enemy4.UID (you have Enemy4.ID)

  • Yep. The enemyHit variable.. that's set to 0 (to reset it) every tick before all other events. All events that rely on that condition won't be executed if the enemy touched has already triggered and set it to 1.

    The reloading works different, as that sets the variable and remembers it. On touching the reload button, it's set to 1 and won't be set to 0 again until the player lifts their finger off the reload button, so the game can't give a false positive because the other events rely on it being 0.

  • So, I listen mostly to downtempo ambient music while coding and drawing. Getting bored with the same old same old on ambient net radio, I found one of my old albums on my hdd that I used to listen to religiously early last year. Here it is on YT..

    Subscribe to Construct videos now

    I just LOVE it! I think I've listened to it a billion times and still not one bit bored of it. It ALWAYS gets me in the "zone"!

    What music gets you in the "zone"?

  • Thanks for this. I always wanted to do small complete games in a short amount of time. This is great for motivation. I'll try and start something tomorrow....

  • So I was implementing a pseudo 3D floor, and after coming up with my own way, I did a search and found this sweet page describing the techniques involved in these games. It gives a great breakdown of many games using this style. It's something I thought about for years but never found any decent info on it. Hope someone finds it as interesting as I do.

    PSEUDO 3D

  • I think he was just using pseudo code to refer to the audio object. Audio -> play (by name) I think it is.

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  • Sounds like you need to use a container, although I'm not sure about when you destroy the shield.. I'm sure the enemy would be destroyed to. You could just set shield to invisible if that's the case. Haven't used containers in C2, only in CC and that's how they worked there.

    Failing that, just set an instance variable on the shield to be that of the enemy UID. Then pick the enemy with the UID stored in the shield's variable and pin it using the pin behaviour.

  • Use On Nth Touch events. Dunno about the palm, but people should know how touch devices work so I would worry too much about that.

  • global enemyHit = 0

    global isReloading = 0

    every tick (before all other events)

    enemyhit = 0

    + On enemy touched

    + If isReloading = 0

    -> ... your enemy touched actions

    -> Set enemyHit = 1

    + On backgroundUsedForMissedShots touched

    + If isReloading = 0

    + If enemyHit = 0

    -> subtract a bullet

    + On ReloadButton touch started

    -> set player.bullets to maxBullets.

    -> set isReloading to 1

    + On ReloadButton touch finished

    -> set isReloading to 0

    That should work..

  • And who better to explain it than the man himself ;)

  • The problem with handdrawn images like this, is they won't be seamless (meaning you can tell where one ends and one begins), so you'll need to make adjustments in some art app, like Photoshop if you own that, or even Gimp which is free. I'm not even sure if being seamless matter with this style all that much. Just create different variations of the same tile so it doesn't look repetitive.

  • I had a look earlier but didn't have time to reply. My memory is foggy, so I'll explain best I can... names maybe be wrong but you should still get the idea..

    All screens are on one layout. The main one, options and the other - forgot what it was, but let's call it level selection (it probably was). Options screen items are placed at an angle (-90) to the left of main, and level selection screen items are placed at angle 90 to the right of main. When clicking a button to go to either, it looks like a lerp is used to rotate the layout to bring the other "screens" into view. And it just lerps back to the original from the other 2 "screens".

    Sorry if I haven't explained properly. I'll try and work up an example, but I had a few drinks earlier so... ;p

  • CANVAS PLUGIN

    is what you may be after.

  • No problem. I'll have another go at the custom distance for the player in a bit, if that's something you'd like to have? Or is that version fine how it is?