zsangerous's Forum Posts

  • see there is 2 way to do that :

    1) event:condition1:keyboard : ctrl pressed

            condition2:every x second

            action:player:spawn bullet

    but this is kinda buggy so i will say try to use the second one its 100% working perfect ^^

    2)event:condition1: keyboard: ctrl pressed

            condition2: system: compare two values -> bullet.count <= 0

            action:player:spawn bullet

    in this one you will do bullet when there is no bullet in the screen so you should destroy the first bullet if you want to shoot again :P so add this to actions

            action:system:wait -> 2seconds

            action:bullet:destroy

  • good luck XD i wish you can fix it :)

  • your idea about next layout is good when we have different names of layout like my layout names : start,first,2nd,end but still its almost useless that we put plugin just for that XD just use events its much easier hehe :)

  • as i think all events works together from top to down so if you want to change the include sheet you can move it down or up as a normal event

  • because i couldn't see the capx i can't tell you everything but you don't need loop at all !!!

    try to to this :

    event:condition: keyboard :release z key

          action: set animation to "Idle"

  • hmm would you like to see the beginning tutorials?? i think you will know where is the problem ,

    after you finish the beginner tutorial make this event:

    event:condition: keyboard: z press

          action : player: animation "attack"

    this will fix everything.if you want beginner tutorials here are some links :

    http://www.scirra.com/tutorials/243/building-a-platform-game-a-beginners-guide

    http://www.scirra.com/tutorials/253/how-to-make-a-platform-game

  • would you like to share capx? or at least give us a picture of what you want to do?

    is the enemy moving ??

    if the enemy is not moving , try to do this :

    event1:condition1: player :collision with enemy

           condition2:system :compare two value :player.y<enemy.y

           action1: enemy movable

           action2: start fade

    also put physics,and fade as behaviors on the enemy to do this.

  • go layout by name for example you can do it like this :

    "level"&door.variable

    or "level"&globalvariable

    and so on..

  • lets say you have 3 layouts called : level1,level2,level3

    so in first level you will put door with variable = 1

    on second level will be = 2, and on 3rd = 3 so

    if player collision with door go layout "level"&door.variable+1

  • those are friends? they looks like :

    <img src="http://www2.ups.edu/faculty/velez/Span_301/html/extra/amoeba.jpg" border="0" />

    i always jump on them and get hurt XD even the big yeti i don't know what to do with him lol

  • about spawning by random i think you should use local variable with the number of enemies and it keep subtract 1 from variable when they spawn and when it zero the boss will spawn in this way you can edit the number of enemies very fast. so evey level you can just change that local variable from 40 to 60 for example and so on...

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  • JohnnySix ,@farsmile90 , if you see the capx i can drew a line and when i stop click with the mouse and move my mouse another place and click it will create the line, i remember when i post about this creating line and i really didn't like the idea because of this lol i think the link should be created on array it will be easier :)

    about my capx here is it maybe you wanna use it

    https://dl.dropbox.com/u/67034121/scirra%20construct2/line%20games.capx

  • hmm i have another idea of doing this by 1 event :

    condition1: if keyboard z pressed:

    condition2: system : compare two values ( bullet.count <= 0 )

    action : create bullet

    action2: wait any seconds

    action3: bullet destroy

  • lol i remember that problem when i started XD

  • vtrix , thanks this what i was looking for ^^