TwinBlazar's Forum Posts

  • First of all, you need to have an instance variable (let's call it "whichSide") to keep track of which side of the sprite would take. In one of the two sprites, set this variable to be non-zero. Under your control input, you will have "For Each" event for addressing each sprite individually, and check each sprite's whichSide variable, and proceed with the movement accordingly.

    Here is an example:

    Pressing left will move sprite that has whichSide value of 0 to the left, and the other with non-zero value to the right. Pressing right will be the opposite of the above.

  • All right. This is what you have to do basically:

    http://www.mediafire.com/view/6eb3f48e5 ... Friend.JPG

    Inside For Each, put those events related to your object in. This will cause all objects to be individually addressed. Be careful on performance though. If you have many of these For Each events and many objects checked with For Each events, your game could be slow to a crawl. Be careful.

    But before taking this for granted, please create an empty project to play around with events with and without For Each. Perhaps this could give you some more idea.

  • Can you post in English? I am not sure whether Google can interpret languages correctly or not.

  • You have to put all codes related to individual peasants under "for each".

    For example,

    For each peasant,

    • event for peasant : action
    • event for peasant: action

    ...

    I'm on mobile so I cant provide a clear snapshot right now. Perhaps, other people here can help him? shinkan megatronx

  • gamepopper nice result you got there, man. But what I would do is to make those laser move quicker to imply its importance visually. But up to you though.

    I got 60 fps on my smartphone here.

  • When you added a behavior, all related parameters of such behavior will be listed on the left panel. Left click on your sprite that has bullet behavior and look on your left panel. Scroll around a bit. You should see those parameters.

    I am on mobile right now so I cant snapshot this for better clarification. But I would rather advise you to start with basic beginner tutorial first before anything else. See tutorial section and go step by step with those.

  • This could be very tricky to do.

    Programming-wise, what I would do is to check for any "obstacle" insight with quad tree data structure and draw my fan polygon's points with respect to all these obstacles. This one single sentence requires a hair or two to fall off from your head while implementing.

    But in C2, this could be tough unless you can find a plugin that can address the above.

    Instead of a cone, what about a laser sight that quickly move back and forth like those retina scanner in movies instead? If done right, it could achieve similar effect like the cone with better performance. But this will still require trigonometry work to address the walls, etc in your event sheets. ...good luck.

  • If my understanding is correct, you want this?

    [quote:3ge7tox3]

    (From https://www.scirra.com/manual/66/projects)

    Orientations

    Whether to lock the orientation on mobile devices. Any allows the display to switch between portrait and landscape automatically; choosing either portrait or landscape will attempt to lock the orientation to prevent it changing. Not all browsers or platforms support orientation locking, and in some browsers it must be in fullscreen mode (using the Browser object's Request fullscreen action) before orientation lock takes effect.

    This can be set under project properties.

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  • Mouse.x and Mouse.Y refers to the coordinate on your layout, so it will also take scaling, etc. into account. So yes.

  • Nagle wszyscy mówią po polsku. lol <-- grammatically correct?

  • Bullet behavior will make an object travel in one direction at constant speed unless you add acceleration, gravity or other movement to it.

    You can just set your object's angle to -90 and some constant speed value you want into "speed" value of bulleet behavior, and that should do the trick.

    If you need more assistance, feel free to ask.

  • Friendly advice:

    Also next time you name the topic, name it like "only one object moving when they all should move". Talk about the functionality you want, rather than saying element of your game, as we do not know the whole background of your big picture and people could have trouble assisting you validly.

  • I don't see your whole event sheet but I am guessing you would need "for each" for something like this.

    If objects are to be handled individually, you need "for each", or else you may see only one instance of the object got processed via events.

    Did i hit bullseye on the spot, or do you need more assistance?

  • Strange. I am playing 5 minutes just fine here. How about you posting your capx here?

    And have you tried newer version of C2? r139 is rather old.

  • Looking forward to this. You got some demo?