Xavier's Forum Posts

  • Yes no problem. Added another action to randomize position right below the action where the width is randomized. Also modified the scrolling.

  • It works for me. Maybe it's your keyboard? I know some keyboards have limitations and you can't have a lot of keys pressed at the same time.

  • You are probably refering to the condition "On MoveTo hit target", that just means when the hero reaches the target, do the actions on the right.

    The actions that moves the hero is the one that says "Hero MoveTo move to (platform.BBoxRight, self.y).

    I've modified it a little and commented it so you can understand it better.

  • Check this capx, that's basically one way to do it. Probably needs some tweeking.

    You'll need the plugin MoveTo.

  • Instead of using the wait action, try doing it with a timer like Promient says. You can use the behavior or use your own timing using a global or instance variable. For example, when the space bar is down, every 0.1 seconds add 0.1 to the variable, and reset this value every time the spacebar is pressed (trigger).

    Then you can just do the actions depending on the value of the variable, if's it's below 2.5, between 2.5 and 3.5...etc.

  • Is it similar to this?

  • On the character use the condition "is overlapping" and the action on the text "set visible" and set it to invisible.

    Then you can use an "else" to set the text back to invisible.

  • You could even do "every 0.1 seconds, add 0.1" for a more accurate time. The project also has an internal timer that starts as soon as you launch the game, but that cannot be reset between layouts.

    I also found that using a very low number like "every 0.01, add 0.01" would not work as intended and tracks time slower than the project's own clock. I'm not sure if this is a bug, 0.02 still worked fine.

    I made an example to test it, the 0.01 shows time slower than the rest on my end:

    https://dl.dropboxusercontent.com/u/191 ... index.html

    Does it happen for you too? I'm not sure it's supposed to be this way.

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  • This tool is very useful for testing how the game will look on different screen sizes:

    http://lab.maltewassermann.com/viewport-resizer/

    Just bookmark the link on that page on your browser and go to the that link when you are running your project, a menu will appear on top of the page allowing you to change screen sizes instantly.

    For testing other features you'll need emulators like fridayjams mentioned or using real phones.

  • You can always use an invisible sprite for the movement, and pin the arrow (position only) on the sprite.

    https://www.scirra.com/manual/99/pin

  • This is one way of doing it. It uses the bullet and platform behaviors. It automatically jumps every time it hits a platform and the bullet pushes it forward.

    It might need some more tweeking but you get the idea.

  • Take a look at these:

  • You can easily solve this by adding and inverting the audio condition: is tag playing. You will need to assign a tag to the audio, for instance call it music1. You need to add this tag on the action that plays the audio and on this condition. That way if the audio with this tag is already playing, it won't start it again.

    You can learn more about the audio object and tags here: https://www.scirra.com/manual/109/audio

  • Take a look at these threads, maybe they can help you:

  • Instance variables would be one way: https://www.scirra.com/manual/73/instance-variables