LittleStain's Recent Forum Activity

  • It would be nice though to add a link to for instance a youtube film, so people who want to help don't have to search themselves or having to start up the game..

    By the way, what does "like knuckles" mean?

    Exactly the same as knuckles or something resembling it?

    I don't know how Knuckles climbs and don't even know who Knuckles is, so can't help, sorry..

  • Here's a capx with the basics..

    *** Just noticed the creation should be made different so when switching there is first a chance to overlap and there should always be a way to switch sides I thin, but basically

    this is it..

    Can't believe it almost took me an hour.. ***

    UPDATE:

    I've updated the capx to take away the original issues with impossible situations

  • It's basically on tap play animation

    delete the bottom block (overlay animation of block falling away)

    move the blocks above downward

    create random block oustide playing area

    if player is overlapping branch - Game Over

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  • I once made a simple timer, just minutes and seconds.

    You can find it in the topic linked.

    Simple Timer Topic

    It's just the basics on how to go about something like this..

  • The way you have set it up I would suggest using the MoveTo- plugin, you can find it in the plugin section (I believe it is the most used plugin for Construct2)

    Another way would be to use lerp (linear interpolation) or indeed the bullet behaviour (There's a moveto example shipped with C2 using bullet behaviour)

  • Wouldn't that be a simple subtract runstaminacost*time from the currentstamina?

    so every 0.1 second if player is running subtract runstaminacost from currentstamina..

    you probably have to adjust the value of the runstaminacost for this, but that should be simple..

  • You could use lerp (linear interpolation) for this, but you could also program it yourself

    Create a global variable speed

    on right arrow down - sprite set x to sprite.x+speed

    add a subevent

    system compare variable speed is less than 10 - add 1 to speed

    on left arrow down - sprite set x to sprite.x+speed

    add a subevent

    system compare variable speed is more than -10 - subtract 1 from speed

    X on right arrow down (so inverted statement)

    X on left arrow down (so inverted stament)

    subevent

    system speed is between -10 and -1 - add 1 to speed

    system speed is between 1 and 10 - subtract 1 from speed

  • To get the distance from the enemy to the player use this:

    distance(enemy.x,enemy.y,player.x,player.y)

    if you want to know if this distance is less than 100 pixels use:

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

    the distance is measured in every direction so 100 is like a circle around player.x,player.y with a radius of 100px

  • While working on an example I got this one..

    Although it's not exactly what you asked for, it has possibilities..

  • If you really want to use HTML elements, there is a plugin for that in the plugin section of this forum.

    If you want to recreate something like that in construct code, it's possible but not easy..

    It would mean creating a scrollbar based on the size of the visible text, using masking to mask the part unvisible, etcetera..

    An easier choice might be working with a next and previous button to go to other parts in your text instead of scrolling..

  • Give the player Timer behaviour..

    Set the timer for a random period

    on timer end make powerup available..

    To learn more about the timer behaviour, please refer to the manual..

  • enemy now has both pathfinding and bullet behaviour..

    I don't think that is advisable..

    Please decide on how you'd like your enemy to move..

    Also I guess using pathfinding both on the player and the enemy (the enemy refreshing every 0.1 second) might not be a good move performance-wise, but you'll have to check in the debugger for that..

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LittleStain

Member since 26 Apr, 2011

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