ramones's Forum Posts

  • You can pass the ship UID to the function and then pick the ship by UID in the function.

    Newly created objects aren't properly created until the next top-level eventso it seems the ship doesn't exist yet in the "configurebays" function but you can pick it by UID.

  • You have to unlock the next level in the array when you complete a level. After you 'Add 1 to currentLevel', you should set the array value at currentLevel to 1.

  • Here's a possible way to do it:

  • It would be easier to add up the values first and then round it.

    total = float(WebStorage.....) + float(WebStorage....) + ....

    set text to round(total * 10) / 10

    Actually I think if you add up the values into a variable and then set the text to the variable, it gets rounded automatically.

    You could even use a loop to add up the values:

    [attachment=0:2ay32aq3][/attachment:2ay32aq3]

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  • Just do the same *10 /10 rounding on the total.

  • [Event 9] Score > 10: Create Ring

    That's going to create a Ring every tick as long as the score > 10 so it will create hundreds of them. Then the monster collides with all the rings and you get hundreds of points. You can add the 'System: Trigger Once' condition that event so that it only runs once when score > 10.

  • You could also solve the problem by setting the position after creating the object:

    Create object beast_box at (0,0)

    Set position to ...

  • The problem is that beast_box.width and beast_box.height will return 0 when no beast_box object exists. Presumably the first time you have one beast_box outside the layout so it works then after you destroy them all it no longer works.

  • You can use the "sprite: overlapping at offset" condition to check if the player is next to a certain type of wall.

  • Are you spawning the bullets on the correct layer?

  • Gotcha. If you create a new event with "On D released" and "Group Dash is NOT active" then "set speed to 0", it should only affect the hold movement.

  • I had a look at your capx but I can't see what the problem is. It seems to be doing what you want. What do you mean by "it paralyzes the other movement events"?

  • Looks like you just need a "pick all Waypoints" and then pick the Waypoints family by UID.

  • You can use 'For each (ordered)':

    +System: For each Cannons order by Cannons.distance ascending

    -> Cannons: Spawn bullet

    -> System: Stop loop

  • Did you set the preview browser in the project settings? That would override the setting in preferences.