rezagamertag's Forum Posts

  • There's currently a bug with the scirra website it seems, I can't seem to open any scirra link referring to the manual.

  • You can either animate it yourself in a giant sprite, or you can "animate" it by using events.

    Of course you will have to disable the custom movement or the controls you've added to your character if you're going to "animate" the existing character to walk to the right or do a little dance off.

    I'm sure you can figure it out if you know how animated sprites work and how to move objects using events.

    Good luck

  • Did you try the "Browser" "Request fullscreen" inside construct 2?

    You add the "browser" object to the layout which will then make it available to the entire project.

  • If you're trying to lock your game from being played by others you can insert a password option at the start of the game so only people who you give the password to can access the actual game. If someone inserts the right password they get sent to the proper game starting layout.

  • Try "background: #666"

  • It saves time creating very large maps, especially when it's an easy game like Flappy Bird where repeated objects appear constantly.

    The pipes appear at a random position on the right side and the background is a repeating pattern.

    All you have to do is move the bird up and down and you've got yourself an award winning game.

  • I would keep the player in the middle and move the entire background / objects to the left.

    This way you don't need ScrollTo.

  • "System > Create Object"

    "Mouse > On object clicked > Double Clicked"

    "Object > Destroy"

  • Look at existing games and what window sizes they support and copy them. If you have any manual sidescrolling games you take as an example,

    it would be wise to closely look at what they're doing right and mimick it.

  • Assuming you are exporting it into html, you're probably going to have to edit the html file to make it centered. Because that's where the iframe properties are.

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  • Here's more information about "families" in construct 2 and how they work:

    https://www.scirra.com/manual/142/families

    I think that'll help you along.

  • You can use guard.x and guard.y to specify at which coordination they need to stop moving.

    And you can use "System > Wait" to make them wait a certain amount of seconds before the next action starts(walking a different direction).

  • You use 2 variables, one for minutes and one for seconds.

    Every second you will add 1 to the second variable and when the second variable is 60 you will change it back to 0 and add 1 to the minute variable.

    You will then put those variables in a text object using "Set Text" to variable_minutes & ":" & variable_seconds.

    Everything I just mentioned will only work with a condition like "player is alive", so it stops working when the player has died.

    Hopefully this helps you a bit in the right direction

  • You can use an array to store the numbers of m1 and m2 in and then use a "For each" condition to check wether they are equal.

    More on arrays can be found here:

    https://www.scirra.com/manual/108/array

  • "System" > "Compare Variable" when adding a condition.