TheDom's Forum Posts

  • Your really need to post more info. What size are currently using. What's the specifics of your issue? What publishing settings are you using?

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  • Tis plug-in Is awesome! Nicely done. I'm going to try to use this in a game I'm working on. http://final-contact.com. Really nice!

  • Create an instance number (Health) variable in the boss with a value of 30.

    When your bullets/objects on collision with subtract 1 from the boss's (Health) variable.

    The write a condition

    Boss>Compare value (Health) < 0 (Less than or equal to 0 > Destroy Boss

  • After the condition triggers that creates the object, use "On Object Created"

    On Object Created>Player>Set Opacity>random(100)

    On Object Created>Player>Set Animation>choose(Animation_1,Animation_2,Animation_3)

  • Create a global variable for each Player. Use 1 for True and 0 for False. For each one marked 1 (True), when the next layout starts use a sub event with a dual condition on start of layout:

    System>Create Object>Player_1

    Player1 = 1

  • My approach would be to use multiple behaviors on the blocks. Like the video, I would use physics in combination with pin behaviors. When a block is removed and the Y position of any block changes, pin can be disabled and physics can be enabled. It also depends on the specifics of your game.

  • I've found that the box (sides) of the player and the collision box (sides) of the platform need to be perfectly vertical or they get hung up on each other. The slightest angle creates edges.

  • If your game is for mobile, you should read this:

    https://www.scirra.com/tutorials/318/how-to-use-loader-layouts-to-make-custom-loading-screens

    Since it's for mobile, the entire project loads at once and you make a splash screen instead.

  • I don't know what your menu involves but I would consider adding it to each layout, possibly on a separate layer and make it visible or slide in at the end of each layout.

  • Search the tutorials. There are several examples on how to make high scores.

  • Use the same condition but, invert it (x).

    Mouse > Curser > Is over object(x) > set curser to (whatever)

  • Use "System > Wait", and set the number of seconds to wait in the event after it's created but, before using "Destroy Object".

  • Create a global variable for each object with the same name of the object and wright conditions for each

    Target > Animation frame = 0 > System > Set Value > Target_Variable = 0

    Target > Animation frame = 1 > System > Set Value > Target_Variable = 1

    Target > Animation frame = 2 > System > Set Value > Target_Variable = 2

    Target > Animation frame = 3 > System > Set Value > Target_Variable = 3

    Object1 > Animation frame = 0 > System > Set Value > Object1_Variable = 0

    Object1 > Animation frame = 1 > System > Set Value > Object1_Variable = 1

    Object1 > Animation frame = 2 > System > Set Value > Object1_Variable = 2

    Object1 > Animation frame = 3 > System > Set Value > Object1_Variable = 3

    Object2 > Animation frame = 0 > System > Set Value > Object2_Variable = 0

    Object2 > Animation frame = 1 > System > Set Value > Object2_Variable = 1

    Object2 > Animation frame = 2 > System > Set Value > Object2_Variable = 2

    Object2 > Animation frame = 3 > System > Set Value > Object2_Variable = 3

    Then

    Create a function and put the following conditions in it

    System > Target_Varable = Object1_Variable > Set Value ObjectIdentical = 1

    Else > (Do Nothing)

    System > Target_Varable = Object2_Variable > Set Value ObjectIdentical = 1

    Else > (Do Nothing)

    When you press spacer bar, call the function. The default value of ObjectIdentical should be 0.

    I don't know the particulars of your code but when the game resets with new animation frames to compare, you need to create or add an "Event" to set the value of ObjectIdentical variable back to 0.

    I also don't think you need to use every tick. When a global variable has a value, it is always every tick.

    As I just thought about it, you could just do this:

    Just create the Target_Varable and write it like this:

    System > Target_Varable = Object1.AnimationFrame > Set Value ObjectIdentical = 1

    Else > (Do Nothing)

    System > Target_Varable = Object2.AnimationFrame > Set Value ObjectIdentical = 1

    Else > (Do Nothing)

    Hope this helps

  • Seems to me that you need to use the System object to detect if it's on a mobile device and deactivate the mouse group and vice versa, when it's not on a mobile device deactivate the Touch group.