spacedoubt's Forum Posts

  • try setting your TapUp to a negative number. Y values are smaller at the top and bigger at the bottom.. so I think you've basically got both buttons going down.

  • I'm thinking you want the timer, like LittleStain said.. Try it! You'll like it!

    You can set it on the player. Timers have tags, so they work pretty easily.

    if players moving

    start the timer "wait"

    on timer "wait"

    scale!

  • What I did, and I think I got the result you're after, is I moved the spawn action above the bullet setting actions, and I made sure "set angle" was set to no..

  • Click "Add Event", then "System".. it's there.. if you're adding it to another condition, it's not showing up because it won't work that way...

  • You remind me of me.. I have a hard time leaving things simple.. as a result, I never finish anything.. (I also love turn-based anything.. I like to strategize!)

    I have folders and folders of huuuge game ideas. started on plenty. never finished any.

    A friend of mind has me working on a pretty simple card game. It looks like I'm actually gonna finish this one! Go figure..

    I'd say go back to your original idea. the simple platformer. At least for your first game. Meanwhile, you can build up your level design skills.

    Keep it simple. You can always add more meat once there's a skeleton to build on..

    best advice I've ever received: SIMPLIFY!!!

  • are you just needing to add "set flipped" and/or "set mirrored" when they change direction? or is it more complicated than that?

  • how are you setting the array?

  • I don't believe just having more events affects the performance, it's going to depend on what exactly these events are doing..

    I was just reading here: which says, basically, that logic (more events) has hardly any affect on performance after rendering is taken into account.

    EDIT: oh.. I can't post links yet, heh.. it was a blog post called "optimisation: don't waste your time"

    I found a link to it from the performance tips section of the manual.

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  • search the tutorials/manual/forums for "pick" and "UID" and "instance variables" and such. I'm not exactly sure if that's even what you're needing. You may very well be wanting families.

  • I'm me.

    I live in the US of A

    I usually hate forums but this one is pretty incredible, so here I am.

    I play a bunch of musical instruments (been playing in bands for 15 years), I do a lot of graphic design (bands gotta have t-shirts, right?). I dabble in animation and various other creative pursuits.

    Many years ago, I learned a bunch of computer programming with the intent of developing games, but life led me in other directions. After realizing there's all these game making programs to simplify the process, I've decided to get back into it.

    I'm currently working on translating a card game a friend of mine created into a video game.

    And all kinds of other stuff...

  • As someone who has not yet had the cash to get the license, I will tell you, you want the license.

    Don't get me wrong, free version is pretty incredible, but you're gonna want those limits removed.

    Also, there is certainly a way to set your slash attack up in such a way that doesn't require copy/pasting.

    Probably with a function that picks the object UID to decide how much/where the damage goes.

    There is (almost?) ALWAYS a better way than copy/pasting.

  • Problem Description

    When an accelerating bullet's speed reaches somewhere just after 2000 it starts returning negative numbers (though it keeps accelerating properly).

    Attach a Capx

    [attachment=0:394dvzjp][/attachment:394dvzjp]

    Description of Capx

    Hold down the mouse button, the ball increases in speed. Text shows bullet speed.

    Steps to Reproduce Bug

      make anything with a bullet behavior speed it up past 2000 read the bullet speed

    Observed Result

    seems like there's a range from around -2000 to 2000 the bullet speed cycles through.

    Affected Browsers

    • Chrome: (?)
    • FireFox: (YES)
    • Internet Explorer: (?)

    Operating System and Service Pack

    Windows Vista Home Premium

    SP2

    Construct 2 Version ID

    r173

  • does each sprite have an entirely different set of instance variables, or are you just wanting to set the same set of variables differently for each sprite as it's created?

    if the latter, then sounds like you would use an array containing the id and all the values for each sprite and as the sprite is created, choose the appropriate location in the array and set the corresponding variables from the array.

  • I think probably what you're looking for is function.param(0, 1, etc..) and possibly function.returnvalue

    when you call the function, you add the parameters to the function call

    they then can be accessed using function.param(0, 1, etc..)

    you can also then use function set return value

    which can be accessed using function.returnvalue

    so like:

    function "enemy distance"

    calculate distance using function.param(0) and function.param(1)

    function set return value to the calculated distance

    when you call "enemy distance" send it parameters of the enemies locations or their UIDs (if you want to find their locations from in the function)

    okay, my example leaves something to be desired, but is that what you're looking for?