Chris PlaysOldGames's Recent Forum Activity

  • You could put it in a loop.

    When button pressed and opacity greater than 50 -1 from opacity and repeat until opacity is = 50.

  • Does the enemy fire automatically during the game? Ie. is he scripted to begin shooting as soon as he is created?

    If so your problem is that the off-screen instance of the object is doing like its told to, game starts, I got to fire... pew,pew,pew...

    My off-screen explosion orbs were doing this in my space shooter (in my sig) since they are timed to explode after creation so they drift a little first. I used an audio tag on them called orb and then made a variable called canExplode, set it to 0 by default and then 1 after waves are >1 (my waves are currently 7 seconds).. they still explode but by then the enemies are on you and you never notice. Its all about what works for you. I still have a shot at start I have to hunt down, but I will get him next update when I add music volume slider..

    Your only other option I know of would be to trigger their start after game starts instead of making them active at start.

  • If your in windows it should save to a screenshot folder, google that question will probably tell you exact path.

    I for one immediately open my paint program (paint.net, free and easy) and then choose "paste-as new image" since windows screenshot also places the pic in your clipboard.

    Then you can edit the image to the size you want or make other changes if need be to the picture file.

    Many times its easier to get answers if you attach your .capx instead, go to file area of construct2 and choose "save as single file" while in project. Then at bottom of submission window when adding a post you will see area to attach file.

  • I think you missed this part of the tutorial...

    [quote:sh2ccbxr]Making monsters a little smarter

    Right now the monsters just wander off the layout to the right. Let's make them a bit more interesting. First of all, let's start them at a random angle.

    Condition: System -> On start of Layout

    Action: Monster -> Set angle -> random(360)

    Event 4 of the tutorial.

    They will still wander off forever when they leave the layout, never to be seen again. Let's keep them inside. What we'll do is point them back at the player when they leave the layout. This does two things: they always stay within the layout, and if the player stands still, monsters come right for them!

    Condition: Monster -> Is outside layout

    Action: Monster -> Set angle toward position -> For X, Player.X - for Y, Player.Y.

    Run the game. If you hang around for a while, you'll notice the monsters stay around the layout too, and they're going in all kinds of directions. It's hardly AI, but it'll do!

  • If the path finding behavior is rotating the sprite to face along the path you will need to manually change its facing angle.

    If you attach a capx. we can probably solve this for you in no time.

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  • You could do an every x seconds, is-overlapping wall, subtract from variable.

  • You would gather the information into a variable through the actions of an event. To get the X and Y values of an object click on the window that has its opacity reduced whenever your doing conditions/actions. This window contains all objects in your project. Find the object referenced in the condition the actions are being generated from and scroll down to X and Y... it will then read something like objectname.X in the field of the variable instead of a number.

    If you post a .capx of what you have so far.. or just the part where your dragging and rotating the piece I can edit it for you to look at visually.

  • I forgot to add.. this probably won't matter since your updating it by setting it width with an event of keypress, but I will add if you update it via a variable at anytime (like say for a healthbar type use where your setting the width from a heath variable) you will need to make sure to use a set width to (variable) action or it won't visually update.

  • How do the levels vary? Do you have to build different shaped towers each time or does it just get faster?

    I got some ideas but don't want to waste time on something that may not be what your envisioning.

  • Make a rectangular sprite with a width of your "progress" (ie. 1-100%, use 100 pixels width), now simply change the width +1 or -1 each time the key is pressed.. voila magic

  • Hmm without seeing the .capx its tough to guess. One option if its seeing the rotation that bothers you would be to wait a second before making them visible.

    In my space shooter the enemies come from the right side, I flipped all my sprites to get it to work right rather than changing their facing via code.

  • Yes there is. Open each one up in the internal sprite editor (aka double click them) and change their rotation using the little tools on top and rotate them 90 degrees.

    The "front" of a sprite (ie. 0 degrees) is the right hand side.

    If this doesn't fix it, make sure your not setting an angle somewhere or changing a frame if it has animation.

    If that is not the case attach your .capx file and it should be easy to locate the problem.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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