LittleStain's Recent Forum Activity

  • Just choose "location only" while pinning..

    You should be able to rotate the cannon seperately when doing so..

  • Would be nice if you could give a bit more information..

    What behaviour will you be using for the car?

    How have you set up the speed, acceleration, etcetera?

    How far have you come yourself?

    Making the steering weel itself is as easy as making a sprite of a steering wheel and rotating it towards the touch..

  • Round: 150 / 64 = 2.34; rounded = 2 * 64 = 128

    Floor: 150/ 64 = 2.34; floor = 2 *64 = 128

    but:

    Round: 175 / 64 = 2.73; rounded = 3 * 64 = 192

    Floor: 175/ 64 = 2.73; floor = 2 *64 = 128

    by using floor it rounds down, and using +32 makes it so it falls on the 32 grid..

  • using the pin behaviour should work..

  • Physiscs is and will be very CPU intensive..

    Have you tried all 3 physics-engines? (you can set the engine in your project-properties)

  • This usually gets the desired effect:

    ViewportLeft(x)+(ViewportRight(x)-ViewportLeft(x))/2

    Where x = the number of the HUD-layer

  • First you should insert the audio object plugin

    This plugin has a condition on audio ended..

    So on button clicked

    subevent

    system compare two values

    col1.animationframe = 1

    • audio play sound with tag "col1"

    Audio on "col1" ended

    bladibla etcetera etcetera..

    You should make sure player input is suspended during the playback of the sounds so no unexpected things happen..

  • As codah said, you would probably be helped a lot with containers

    https://www.scirra.com/manual/150/containers

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  • system for each enemy

    system compare two values: distance(player.x,player.y,enemy.x,enemy.y)<100

    system trigger once

    -- enemy set animation

  • They are not binary..

    i believe a number between 0 and 100 is given for the analog buttons..

    At least that's what I read in the manual and heard from the guy who made the hud analog joystick above..

    I wouldn't have put the link there if I thought it wasn't usefull..

    If you had read it you'd have seen that it was pretty hard finding the right input but in the end we (he) did..

  • have a global variable money and subtract the cost of a house from it when the player buys one..

    check if a house is already built in that spot by checking if creation square is overlapping a house, could work..

    A lot of it depends on how you are planning to set upyour graphics and your interface, but if you already have trouble answering these relatively simple questions, you might want to start with an easier game first..

  • Easiest way would be to create one tilemap for the solid tiles and one for the none solid ones..

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LittleStain

Member since 26 Apr, 2011

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