Tomycase's Forum Posts

  • The wait register the next event to play and can cause problem in your case plus as newt said you don't have as much control on it compared to a timer, now the inconsistencies in the dashs might be caused by the multiplayer itself, probably a lag or slowdown issue

  • To jobel:

    This looks like Construct 2, the fade option for audio is not available here, the solution would be to install a plugin like rex_audio_helper

  • Add a "Trigger once while true" condition to your top event, otherwise it will loop as long as your variable is equal or inferior to zero

  • No problem, tell me if you have any issue when you try it ^^

  • Hi, I made you another system that work just like you want with less events and variables :

    Instead of spawing sprites all over the layout and delete them it spaws it directly on the grey plateforms, then it triggers a function to update the sprites frame;

    I created a family with the sprite inside to check if there is a tile on left or right of the sprite by overlapping offset, then it can change the frame accordingly ~

    (Note that the "Wait 0 second" is important so the game has time to spawn the sprites before it triggers the function)

    Edit : I made a little change to the first event that allows you to change the angle of the grey plats and spawn the sprites accordingly to the angle :

  • No problem! :)

  • You need an object, your shape, that will act as a mask, then you need to change your image blend mode and put it in front of your shape, to make it works the active layer must have Force own texture enabled

  • You're looking for a more advanced type of movement, in C3 it can be achieved with tweens and timelines, you should look for those tools :

    construct.net/en/make-games/manuals/construct-3/behavior-reference/tween

    construct.net/en/make-games/manuals/construct-3/plugin-reference/timeline

  • youtube.com/watch

    youtube.com/watch

    youtube.com/watch

    Here is 3 tutorials about enemy following player, you should find what you need here;

    Don't forget to check youtube tutorials if you struggle on something, there are high chances that you find what you need

  • I'm not sure of the result you want to achieve here, also making the camera a big object shouldn't be necessary, as the scroll behavior will track its origin only, usually a small sprite does the job, if you want to change the zoom (I believe?) you need to modify the layout scale

  • There're plenty of tutorials for enemy spawning and enemy follows on Youtube, I recommend you to take a look

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  • Hi, from what I understand, your level has a large height and you want to show it integrally, that's right?

  • Hi, you can create a variable "Character" and set it to the character name or type on tap, and when the level starts you create an instance of the choosen character using this same variable;

    For the weapon, since it's one weapon or type of weapon by character, you could create a group for each character and activate the group named after the character;

    For example if you want to spawn a Swordman, change the variable "Character" value in main menu to "Swordman" and then :

    - On start of layout :

    - Create "Character" on Layer (...) at X; Y; creates an instance of the object named "Swordman";

    - Set group "Character" activated; set the group named "Swordman" activated;

  • Perfect, good luck for your game ~

  • Okay here it is :

    Just like ome6a1717 said, you need to use a variable that is compared to your text length, in my example the variable is Textlen, for the text I use a third-part plugin for typewriting, but it should be almost the same for C3 typewriting : while the text is animating, it checks if the variable value is smaller than your text length with len(yourtext.text), which will update the variable and play a sound;

    The sub-event is for checking if last character is a space or not, by comparing the first character starting from the right of the text; it will play a sound only if the character isn't a space, if you don't need that you can remove the sub-event