razorMonkey's Forum Posts

  • mailalon

    It seems you cannot with Construct.

    Maybe this can help:

    https://www.scirra.com/tutorials/537/ho ... s-with-svn

  • 88u

    1. spawn current wave:

    • store current wave number in one variable and have function that will check which wave is active and spawn enemies accordingly

    2. check if current wave is killed:

    • you can do it by putting all enemies into one big family and check how many instances of enemy are available, when that number is zero go to point 3.

    3. add 1 to your wave variable and then go to 1.

    Very general answer for very general question

  • I believe collision is only for interaction between two objects.

    Safest way to disable click would be to add boolean variable "clickable" into object, and in every mouse click condition also condition which will check if "clickable" variable is true.

    And every action which should disable clicking could switch "clickable" variable to false, and every action whick should enable clicking should switch "clickable" to true.

  • You can draw it using this as inspiration:

    https://www.google.hr/search?q=bite&esp ... bite+shape

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Random part is difficult.

    You will need a mask for that, so you will draw bite shape with mask on it to "erase" bitten part of the pizza.

    I am not too familiar with masks, maybe this could help:

    http://berryijmker.com/how-to-create-a- ... t-2-html5/

  • ekajuan

    Depends on other parameters.

    For example if you are using Custom Movement you could do:

    Spaceship - Custom movement set speed = Spaceship.CustomMovement.Speed - recoil

    For bullet behavior:

    Spaceship - Bullet set speed = Spaceship.Bullet.Speed - recoil

    problem with bullet could be, if you have "set angle" to yes, that is you start going backwards spaceship will rotate by 180. It could be solved by additional bullet behavior.

    You could also do it manually, with variables, but it would be a long story with more variables like speedX, speedY and cosinus/sinus calculation, but it could be done.

    But it would be pointless if you have construct behaviors to do that instead.

  • First idea:

    First you need condition that will ensure that object "your mouth" is overlapping object "apple".

    Then, if that is true, your apple should change animation frame, from full apple to bitten apple.

    Also you can create variable that will keep track which apple is bitten.

    Can you provide capx?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Most basic way would be to create variabe, give it random rounded number (from 1 to max number of combinations) and then for each combination IF condition like:

    if var = 1 - do 1st combination

    else

    if var = 2 - do 2nd combination

    and so on.

    Of course, there are probably more advanced and elegant way, like using a family (when you create family construct spawn random member), but sometimes most basic things are the best.

    Can you give us capx?

  • For 2d, I believe C2 can fulfill almost all needs, only question is can "direct" coding be more hardware effective.

  • roracle

    Also you can try with effects (click on object and in right menu below behaviors).

    Swirl effect might do the trick, you can try other distortion effects.

    Only problem is that it works only with webGL, on platforms without it object will look normal.

    Safe thing would be to do it in some other program and then import it as animation.

  • Most basic way would be to move them toward player.

    For each object

    When overlapping tractor beam - Move at angle "angle(object.x, object.y, player.x, player.y)"

    If you can give capx I could try to implement it.

  • Can you give me Capx?

    While I could not help you with mobile phone, maybe we can put something in construct that will help.

    For example pause that will prevent you from jumping while midair or too soon before first jump.

  • ex32

    Which condition do you use? Can you disable second jump before first one ends?

  • ramagoi

    Did not know that. Thanks for your info.

  • Problem is that your different paralax is influencing touch.x and y.

    Thats why you must take it into account.

    Adding scroll.x/y - originalwindowheight/width should do it, I believe.

    Try to put into your line 4 this expressions:

    angle(Touch.X - (scrollx - OriginalWindowWidth/2), Touch.Y - (scrolly - OriginalWindowHeight/2), Gear.X, Gear.Y)

    min(abs(distance(Touch.X- (scrollx - OriginalWindowWidth/2), Touch.Y- (scrolly - OriginalWindowHeight/2), Gear.X, Gear.Y)) / 1, 100)