Snakegbr's Forum Posts

  • you can put an event that if the two buttons are pressed at the same time it has an action to disable the 8 directions and interpolate with a property first in x adding the current value with the necessary increment and assume the horizontal animation and then make the system wait and then move in y by this same interpolation only those in y, that is, horizontally

  • you can set less than or equal, so when you exceed the value, it will work and activate the event, if you are setting a goal and when this goal is subtracted from the current value of jewels

  • or you make the event be every x seconds the variable picks up the sprite value, or when you give the command up or down, it adds the variable or subtracts

  • you can regulate the sound volume of a certain audio according to the position that the character is in relation to the object that produces the sound, for example, you make an event that is at each tick or when the object is created and make another event for set the volume at each tick it has the action of setting the volume by the difference in x from the character to the object divided by 50

  • you can disable the projectile behavior, the bounce in solids only makes the projectile bounce, that is, if it hits, it will reverse the direction

  • I believe that the physical behavior consumes a lot of memory, maybe if you use the platform behavior, it improves performance, but you have to regulate the speed of the drop

  • you can put a loop for from 0 to 9 and an action after playing the music for the system to wait 0.1 seconds

  • instead of using a function, you can use variables that take on the value according to the condition, for the function it would have to have a defined function, it works as if it were a really previously defined function, in fact in the current scheme it performs the actions of simultaneously

  • maybe if you remove the -cameracenter from the equation. make the camera follow the mouse but as it is it is still difficult to move the camera with just less, the ideal is to do this sum by quadrant and a variable that adds the current position of the camera

  • you can set the system to wait 0 seconds before making the vector zero and between each action, so the system respects the order that you put the actions

  • you can create a family for the object and create a variable that when creating the object it assumes the value of the player and comparing this value it assumes the movements according to the player

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  • you can play the music every x seconds by calculating the exact time the music ends

  • you could put a collider at the end of the ladder and when the hitbox overlaps this collider, the character moves in x

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