Chris PlaysOldGames's Recent Forum Activity

  • Try putting a wait=0 between the last set 101 and set 102. I don't think you need the trigger once in the enemy spawn condition since you are controlling it via enemy count #.. you want it to always keep 5 spawned, correct? 3 die it spawns up to 5, repeat?

    Also, why so many instances of the same sprite? You could cut your item count dramatically by deleting all identical ones and creating them on the fly from 1 persistent one off screen.

  • Put both icons into a frame under the same sprite. Ie. double click your play icon and open editor then look for small long window beside editor (usually below) with small play icon and then right-click in that window and choose "add new frame", right click the empty frame and navigate to your pause icon and add it as frame 2.

    Now you will just need to use the action "change frame" in your events whenever you want one or the other.

    You could also have one "spawn" the other sprite at its location and use hide action on other.. or have them both always present and use hide/unhide as needed.

    My point is there are several ways to do what I think you are asking. Personally, I like using frames for things like this.

  • Try this tutorial on bars.. https://www.scirra.com/tutorials/182/making-a-fancy-lifebar

    You can also search the tutorials section for lots of tutorials on health/exp bars.

    You will also find many forum threads on this topic by searching for "health bar" in the "How do I" forum area.

  • Not sure why you are wanting to loop the event, just call the function (I assume that adds the +5) each time something is killed.

    As far as not showing on progress bar.. did you update the bar after adding the +5?

    If you are using a standard X pixel long rectangle then modifying it in increments to make it longer/shorter you will need to redraw it at its new length each time it changes.

    The easiest way to do this is to have an EXP variable that is updated each time something adds EXP and then set the length of the EXP BAR to EXP variable each time it needs updating (every time you change the value).

  • That works too.

  • One option is to create "states" using variables.

    ie. create variable called states=0 and then change it for example:

    idle states: state=0

    running state: state=1

    jumping state: state=2

    attacking state: state=3

    You can then stop/start animations/events based on the conditioning of these variables.

    Example: Space bar pressed, change state to 3. If state=3 run animation stops.

  • This simple tutorial will teach you all the basics of instances and how to act upon them individually.

    https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2

  • If you're looking for 2 different choices on question 2 you could just use choose twice and store the second result in another variable. Then you can condition out for it to choose until choice 2 /= choice 1 variable.

  • As long as your control keys stay the same I would just use layers for each song on the same layout. Make 5 distinct layers, each named after the song and set them to invisible by default. Then when each is needed you can set it to visible. Even if you do change control keys between songs (not sure why you would but..) you could use groups to enable/disable as needed.

  • We will need more specifics if you want actual examples...

    Do you mean a sprite object is touching another sprite object? Yes, easy use isoverlapping condition or oncollision condition.

    Do you mean mouse pointer or touch is overlapping sprite object? Yes, easy; incluse the mouse/touch object in project and use their over sprite object events.

    Do you mean is touching both sprite objects in a certain order? Yes, easy you would just need to use variables.

    Pretty much everything you can do in scripting you can do in construct2.

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  • Start here.. very simple tutorial made by the programmer of Construct2. Does exactly what you are describing with a few tweaks:

    https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2

  • I update my text boxes when I change their value. It's just one extra line of code per and less updating.

    You could also update something like this every x seconds using .01 or .5 and never notice visually but would cut down the number of updates a min drastically.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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