LittleStain's Recent Forum Activity

  • I guess you want to know when the mouse-pointer is no longer overlapping an object.

    One way would be to give the object an instance (boolean) variable

    mouse is over object - set boolean to true

    mouse is not over object

    object boolean is true

    • perform actions
    • set boolean to false
  • The question is not very clear.

    What behaviour are you using to move your character and what are the settings for this behaviour?

    What is the character doing now and what would you like the character to do, not to do?

  • If I understand correctly this should work to set the text:

    System > Everytick > TotalScore > Set text to "Totalscore = "&Score + Coins

    Easier would be

    System every tick

    • system set variable Totalscore = Score+Coins
    • set text to "Totalscore = "& Totalscore
  • If those numbers are global variables it would just be a case of creating a new variable GrandTotal and setting it to Coins+Points

  • Just thinking out loud..

    You are talking about what if 5 guns or ten, but in actuality there are still only two objects.

    An object lying on the ground and an object that the character is holding.

    Visually these might be different all the time, but the actions are very much the same.

    Wouldn't using a function to create the switch between the two be enough?

    If the guns have different ways of working, which I assume they do, calling a function with the parameter for the type of gun should do the trick when for example firing.

  • If you are trying to achieve the effect I think this should get you started:

    ball on collision with bar

    • ball apply impulse 2 at angle 270 imagepoint 0
  • I wouldn't have learned without this forum, just returning the favour..

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  • There are multiple ways to set up something like this.

    My first idea would be to give the enemies timer-behaviour and start the timer on creation for a certain amount of seconds.

    On timer set direction towards the final waypoint.

    I have no clue to how you have set up the primary movement, so could be you would have to toggle a boolean on timer and add boolean is false condition to the primary movement events.

  • LittleStain

    You can scale/rotate/position bones at all times. Basically full control of the bone matrices. Animations override certain things if they are present (i.e. If you animate with rotation, playing the animation overrides any manual changes to rotation.

    Everything is pretty standard. You also have control of the interpolation mode between linear and catmull-rom variants

    I can only say:

    "Thanks! That's exactly what I was hoping to hear!"

  • Wouldn't setting auxf3 back to 0 stop the flashing?

  • If coins is a global variable

    on clicked continue

    • system subtract 5 from coins
    • system goto layout

    Oh.. you probably only want to show continue if coins is more than 5

    player on collision with door

    system compare variable coins bigger or equal to 5

    • door spawn object continue (or any other way you'd like to have continue appear)

    By right clicking the event you can add another condition, for if you didn't know.

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LittleStain

Member since 26 Apr, 2011

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