spacedoubt's Forum Posts

  • Oh, right on! even better!

  • Looks pretty rad!

    If you don't mind a little feedback, the dark sprite on the dark background is kinda hard to see.

    Other than that, looks fun!

  • change the = in event 4 to >=

  • Make a For Loop:

    For "" from 0 to list.count + 1 (i'm not sure why, but I had to add +1 to get the last index)

    then, I'm not sure what you're doing with it, but I was just putting them into some text like this:

    append List.SelectedTextAt(loopindex)

  • It is certainly possible, and could probably be done fairly easily.

  • the degrees parameter, in this case, refers to how many degrees to rotate, not an actual position. try a small number here.

    like:

    if turret has line of sight to target,

    rotate towards position (target.x, target.y) 0.5 degrees.

  • see if this helps:

    scirra.com/tutorials/73/sup ... reen-sizes

  • what means, is you can't have more than one image file loaded for an object. but you can have many images for an object by using animation frames. You probably won't want to load them during runtime, though. Instead you would have a different animation frame for each image you needed. so when the score reached 600, you would just change what frame the object was showing (and you would probably want your animation speed set to 0 for this because as you started adding more frames, it would play through them instead of just showing the one you wanted).

  • not sure what you mean by "if on layer" but why bother with that part? if the layer with the "yes" button is not visible, it won't be clicked. so just:

    press "yes" restart layout

    set layer "restart" invisible

    (I'm not sure why, but in my testing, I had to also turn the layer visibility back off along with the restart. I guess restart layout doesn't restart layer visibility?)

  • i think it's looping because as long as the hp matches those numbers, it's going to keep playing. which is also why the on finished never triggers. a "trigger once while true" might work here.

  • try using one of the rotate actions instead. (rotate clockwise, rotate towards position, etc..).

  • Not that you should take the time, but you would just have to put a small hole in the center of the smaller wheels and add the collision points, similar to the larger wheel, and then have those spinning around two small pins which could be pinned to the support, position and angle, so they don't spin, but the wheels still do.. heh.

  • Personally, I would've probably used animation frames, but I found this way very interesting and it kind of opened my mind to some other ways of doing things!

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  • Turn NumLock on?

  • Haha! Hilarious! I love it...

    My take on it is that the smaller wheels don't have any friction where they spin on the support, they're just kind of magically pinned there...