TheDom's Forum Posts

  • The link to dropbox no longer works. Could you update please?

    Thanks in advance

  • This looks awesome. Dreading converting my global variables but definitely worth it.

  • myvariable

    System > Every 2 seconds > add 2 myvariable

    subevent ________ >(x)myvariable < 0 > System Subtract 3 from myvariable

    x is for inverted. Every 2 seconds ( if the myvariable is not less than or equal to 0) , subtract 3 from myvariable

    There's a probably a few ways to make this better or implement differently but, depends on your use. Hope this helps or gets you in the right direction.

  • There is a physics example of this packaged with the samples in construct 2. Select "new", then physics catapult

  • I'm having some trouble understanding your issue but with the code you have outlined in red, try using sub events.

    Keyboard > ESpace is Down

    (sub event) > Every 0.2 seconds > Ship > Spawn Laser

    ( create a second condition)

    Laser > on created > System wait 0.2 seconds

    > Destroy Laser

    The explosion problem is your destroying it before the animation can play. It should be handled in the 3rd line:

    Asteroid > On collision with laser > asteroid > Spawn Explosion

    > destroy > asteroid

    The explosion needs to be a separate sprite and needs to be spawned just before the asteroid is destroyed.

  • It has to be triggered by "on any touch".

  • You do need visual studio. I don't know about the ads. I think it's better to go for Windows 10.

  • You might want to look on the store. There was a few game templates for match 3 type games that you could purchase.

  • Does the "Family1 > Is on layer 5" need to be a condition?

    Try adding the "Trigger once" condition to the

    "Touch > On touched Family1" instead of as a sub event.

  • Make alarmOn a global variable and use 0 for FALSE and use 1 for TRUE

    alarmOn = 1 > Play "alarm"

    alarmOn = 0 > Stop "alarm"

    health<20 > Set alarmOn "1"

    health>20 > Set alarmOn "0"

  • Like I said, I don't make these type of games but, I don't know if there are collision properties on tile maps but, collisions with normal sprites will work fine, no matter what layer you place them on. I only mentioned disabling collisions on sprites that they are not required is just a good practice for performance. Normally you can disable collisions on the properties dialog box for every sprite. I assumed it was the same for tile maps.

  • You could make a sprite, make it solid, and set it to invisible. You could us the same sprite repeatedly or use several depending on your collision shape needs. I don't make these type of games but seems to me this would work fine, placing the invisible sprites on the uppermost layer. I would also disable collisions on all visible tiles or sprites which would save memory. Hope this helps.

  • Another awesome effect! How can I get this?

  • I guess no one has this. If someone could share it, I'll host it.

    Thanks

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  • Depends on if you're using the sprite font but, you'll also need the timeline plugin. Also check out his sample capx. I'm using them in one of my games. Works great.