Indomitus's Recent Forum Activity

  • Perfect, this is what I was looking for! I still need to learn more about global variables, seems like with it I can save more time and space on the code.

    Thanks a lot to all of you guys, Siz I owe you one

    Cheers!

  • C2 Developer and a Sound designer needed to work on an unannounced game.

    It would be great if the candidates live in Hamburg - Germany, but it's not mandatory. However, should be able for remote work.

    We are looking for someone committed, organized and responsible, able to accept challenges and turn them into successful results. Someone who can teamwork and learn from good and bad experiences as well.

    Unfortunately, we cannot offer a salary yet till the project is finished, but we can offer you a team, someone to work with, and the possibility to stick with us and see together what's coming in a future.

    We consider ourselves persons who loves art and videogames and we believe in what we do. We are friendly, professional and we are looking for kindred people.

    For further information, please send me a private message.

    Regards,

  • Hi Lord,

    Thanks for your demo!

    But it has the same problem that Random and I have. The countdown should be with four zeros, example: 03:09. Because it's showing 3:9, and this case, is not right.

    Hope we could find a solution, Cheers!

  • Bump

  • Hi Joel,

    I really like your method, but unfortunately I would like to have a "01:03" format, as you said. Is there any possibility to apply this to your example by any chance?

    Thanks in advance!

  • Hi Random,

    First of all I would like to thank you for a prompt response!

    The player should select between a game of 10:00 or 5:00, that's the reason I have 2 global variables "10minsTimer" and "5minsTimer", which I would like to have each countdown working separated. I can follow what you say, but in this case I think it works just for one countdown.

    The value of my 10 minutes variable is 600 and 300 for the 5 minutes. Hope this can help a bit more.

    Cheers!

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  • Hello once again fellas Constructors!

    My question has to do with creating a 10:00 and 05:00 countdown timer. I already read the forums but to be honest I'm not so good with the code (as I said in another post) and sometimes looks like... klingon.

    The thing is I have already 2 variables, called "10minsTimer" and "5minsTimer" (because the player should select between these 2 options).

    You'll see on the screenshot the code I'm using which the timer works nice but I need four digits and everytime I try something like (60,2) I get a syntax error. If I should use zeropad, where should I put it?

    Hope we could find a solution, thanks in advance!

  • It worked like a charm! I just added a "system Moved=0" for when the ball is destroyed and that's it, I have the turns working and showing the right flag for each one.

    Thanks a lot Multiple, cheers!

  • Hi guys, thanks for your prompt response!

    Multiple, you are right, the problem here is that I assigned (velocity=0) as an attribute to tell the system it is the end of the turn. The ball already has an "on destroyed" attribute but this makes it spawn again in the middle with velocity=0.

    I think option B sounds like the proper solution, but unfortunately I don't know so much the code to create "true" or "false" events, but here I attached a picture of my project, hope it helps to all of you to find a solution!

    Thanks in advance,

  • Hi there Constructors, this is my first post on the forums and I'm already excited to be part of the community!

    Right now I'm developing a football game and it's 2 players turn based, so far I've already created a Global variable called "turn", which I can rename "turn: 1" and "turn: 2", I see it more simple to assign the whole "routine" of the players on it's turn and then pass the torch to next turn.

    The problem is that actually I have a signal that tells when the ball reach or is on 0 velocity then set to next turn. So the complex thing comes on the "own goal", because the ball is destroyed and then it creates a new one in the middle of the field, and just because the new one is already on 0 velocity it makes the turn change when it's suppose to stay still.

    Is there any way to change the way how the ball spawns? otherwise if it wouldn't be by this spawn the turns would work properly, just right on the end of the turn, pass the torch.

    Need some light here, any help is more than welcome!

    Thanks in advance.-

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Indomitus

Member since 14 Jan, 2015

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