RayKi's Forum Posts

  • Here:

    This might help

  • Change the animation of the animation is possible, and yes you can create a slider for that. I found a tutorial for this here in the forum once, if I happen to find it I'll post the link here for you.

    However, keep in mind 2 things.

    1st, note that changing the HUE of the animation will change the color of the whole sprite, so it's not going to be a good idea if there are parts of the sprite that should remain the same. For instance if you want to change the color only of the shirt of a character, adjusting the HUE won't work. In this cases you will have to go through creating lots of sprites in different colors.

    2nd, try and check if the device for which you are developing the game can handle the Fx effect for WebGL, it would be really bad if after all that work the colors couldn't change because of software limitations.

  • I don't know if it can be done like you want to, playing the animation forward and then backward. You can however create two animations using the same frames. One animation for the flower opening and another one for the flower closing.

    Then whenever the player interacts with the flower overlapping it or not you just change the animation it should be playing.

  • i think you can use a function there.

    Click the game layout screen on construct and under the section general select "function"

    Then add an event function > on function, and name it whatever you want. Inside this event put the code to spawn all the buttons that you want to be spawned at once.

    Then whenever you want to spawn all the buttons instead of writing the same code over and over again you just create the action function > call function and set the name of the function you'd like to use.

    Hope it helps

  • How do you want the text to appear?

  • I think construct 2 will work just fine.

  • If you want the effect only you can try to create the list of the results but only a few of them appear on the layout, and as the player scrolls down you move the objects in and out of the layout.

    But if you want the game to update the list every time it hits the bottom you will need to plan the function that updates the game to be called every time the last object hits a certain Y position.

  • I'll go with number 2

  • I'm not quite sure about that because I never tried it myself. But I think you can do that if you create a invisible object at the end of each scene that on collision with the player will load the next scene.

    You'll have to think a little bit more about the algorithm if you want the scene to change independent of the position of the player (If he is jumping, walking, running or whatever) so the transition will be as smooth as you want.

    But yes, I think it can be done

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  • If you put the command to add+1 to your variable within the same condition that destroys the enemy it should work. Try uploading the .capx or a screenshot of your code so we can take a better look on what's going on.

    Sorry for not being able to help D:

  • Dude! This helped A LOT!

    A didn't knew about the function get nearest, this completely solved the problem. Thank you very much.

    Also, I didn't knew about the function distance, I was calculating the distance mathematically you know?

    sqrt( (player.x - bulb.x)^2 + (player.y - bulb.y)^2 )

    You not only solved my problem but you also helped me to clean my code and make it simpler.

    Thank you, thank you very much

  • Hello everyone. Lately I'm trying to develop this game where the HSL of the screen changes depending on the distance the character is from certain objects.

    Like light bulbs, if the player is close to them the HSL it set to 100 and the screen get bright and colorful, if the player is far from them the screen gets gradually darker and in black and white.

    The problem here is, sometimes the player is really close to one of those light bulbs but the screen gets too dark because he is really far away from another one.

    Is there any way I can determine which of the actives light bulbs will have the higher HSL before setting it?

    I tried to set only the higher HSL but then after the HSL reaches 100 it never goes down again so I'm kind of lost.

    Thank you guys for the assistance o/

  • The ball physics seems to be working just fine. I don't think I understand what exactly you're trying to do D:

  • Oh... That will be quite a pain... But ok, guess that's how it's going to be. Thank you friend ^^

  • No matter how I modify the code, the same problem continues