ramones's Forum Posts

  • Is the session ID immediately after the text, like "Hello83498573487534..."? If the text box isn't large enough for the text then it wouldn't display anything. You could try logging the result to the console.

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  • moveToLayer.capx

    I added a function to move an object from one layer to another.

  • I haven't looked at your capx but try the LayerToCanvasX(layer, x, y) and LayerToCanvasY(layer, x, y) expressions.

  • The angle of motion is based on the bullet's velocity. When you set the bullet speed to 0 it changes the angle of motion. When you release touch you'll need to set the angle of motion again after setting the speed.

  • spawnBoss.capx (r139)

    Basically - use a variable to track how many monsters are killed.

    Monster: on destroyed -> add 1 to variable.

    When the variable reaches some amount, destroy all monsters and spawn the boss.

    Only spawn monsters if the boss isn't there (boss.count = 0)

  • If you want to prevent the player moving use the platform 'Set ignoring input' or 'Set Platform disabled' action.

    If you can't do the first attack again that would suggest that Combo isn't being set back to 0. Which would suggest that the animation isn't finishing. Could there be another event that changes the animation before "Combo3" finishes?

  • Look at your 'Arrow: Set angle towards...' action. You probably want to set it towards (Sling_front.X, Sling_front.Y).

  • 1. The text is on the UI layer with parallax = 0, so you could just centre it inside the dotted line if you want it to appear in the middle of the screen.

    <img src="https://dl.dropboxusercontent.com/u/8367729/construct/pics/gumbo1.PNG" border="0" />

    If you to position it at the player coordinates you need to convert them with LayerToCanvasX(layer, x, y) and LayerToCanvasY(layer, x, y).

    <img src="https://dl.dropboxusercontent.com/u/8367729/construct/pics/gumbo2.PNG" border="0" />

    2. Mmm no idea, looks like you might have found a bug. When it happens the debugger shows the object count going into negative numbers.

    <img src="https://dl.dropboxusercontent.com/u/8367729/construct/pics/gumbo3.PNG" border="0" />

    Seems to be connected to the Sparkle particles spawning.

    3. You're spawning the explosion on layer 0, the background layer with parallax 0,0.

    4. Same.

    5. You shouldn't have the background parallax set to 0,0 because it won't scroll and you won't see anything outside of the dotted line.

  • The red square is invisible too. Making the layer visible doesn't make the square visible.

  • Because the enemy is solid, the player isn't falling any more when it lands on the enemy - it's standing on it. You could check if player is overlapping enemy at offset (0, 1). Or compare their y values.

  • You were setting MudTrail.TrailUID to MudTrail.UID instead of Mud.UID.

    https://dl.dropboxusercontent.com/u/8367729/construct/example/spriteRevealTrail.capx

  • You'd need to keep track of the UID of the Mud that each MudTrail is connected to. And then you'd have:

    +System: For each MudTrail

    +Mud: Pick instance with UID MudTrail.MudUID

       -> MudTrail: Set width to distance(Mud.X, Mud.Y, ...

    But this way of leaving a trail will only really work if the player is moving in a straight line.

  • Make the trail a TiledBackground with it's width starting at 0 and increasing as the player moves.

  • Another way is to put your instructions in a text file and use tokenAt() to parse it, like this: scripting1.capx