Chris PlaysOldGames's Recent Forum Activity

  • One method of tightening would involve using instance IDS (UID) numbers instead, grabbing it when the bullet is spawned and then using that ID directly when setting direction... but this is probably overkill in your project.

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  • It might help to read the manual for "picking" instances [https://www.scirra.com/manual/75/how-events-work].

    Also search the tutorials and forums for "picking".

    As your code stands the bullet objects all go right when X is mirrored because nothing is picking which instances of the bullets.

    One way would be to give your bullet an instance variable of JustSpawned=0, have your code condition JustSpawned=0 when deciding its direction and change it to JustSpawned=1 once it has its direction assignment... this way old bullets will ignore direction changes and changes will happen so quick duplicates shouldn't occur.. but if they did you would need to tighten the "picking" conditions more.

  • action: set font size...

  • You would use "Score: "&Score&"/30" to make it look like Score: 12/30.

    Your conditions would be just what you put in 2. System condition to check value of score, if =<19 set text to "Fair/"&Score&"/30", if <30 but =>20 (two conditions) set text to "Good/"&Score&"/30" and if =30 set text to "Perfect/"&Score&"/30"

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

    Everything you need to know to get started. THE place to begin Construct2.

  • Search the forum, tutorials, and especially the Manual for "instance picking". You have to pick the instance you want to interact with in the conditions portion of your events.

  • Lord of the Rings Online does this very well. They not only add the screen distortion, and blurriness, and color fade they go one step further to make your camera controls less responsive so your avatar can't be kept in center of screen easily.

    The Shire pub crawl during festivals where you have to hit all the pubs in the shire and drink in a certain time frame is hilarious by the time you get to home stretch.

  • Sounds like a stealth game... does the light source change locations or are the shadows in static locations for the layout?

  • So as long as it doesn't detect an obstacle it continues to go left... sounds like its doing what your asking of it.

    How are you stopping it?

    Have you tried using System:Trigger Once in the event conditions?

  • Like IamHarlow suggested, put a timescale=25 debug line in your on-start and see if that slows it down enough for you to see.

    The problem is event sheets fire off at 60 times a second, you can slow this down by using every-x-seconds instead of every-tick and something like 0.1 seconds (fast but not blindingly fast) in your constantly running events

  • If you not using it globally then yes make a instance variable holder.. aka invisible sprite and use it to hold your monsterNumber local variable.

  • You could do a System: distance(player.X,player.Y,firepit.X,firepit.Y) <= 10 (your distance) then do animation and other actions.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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