LittleStain's Recent Forum Activity

  • You are using third party plugins in your capx, so I can't open it.

    What I meant is that you probably have your events set up like this:

    1.- If A is down - do this

    2.- If W is down - do this

    3.- If A is down and W is down - do this

    If event 3 is true, event 1 and 2 are also true.

    To prevent this you could do something like this:

    1.- If A is down and W is not down - do this

    2.- If W is down and A is not down - do this

    3.- If A is down and W is down - do this

    this way it's impossible for all three events to be true at the same time.

    This could be simplified by using subevents and else statements, but the above explains the basics.

  • It's impossible to create a generic cutscene, because cutscenes are game-specific.

    If you are making a game about an ice-cream-eating girl, you would want something completely different from a cutscene for a game with tanks on a battlefield.

    Not only would the scene be different, but because of the different behaviours and all other aspects of your game, the way of making the curscene through events would be different.

    Making a cutscene in general would mean creating timed events, uninterupted by player input (apart from a skip button, so people could choose not to watch). The timing could be done by timers, or you could trigger the next event when the previous event has completed. If you'd like to use the same sprites as in the game, most behaviours have a way to simulate input and that could be used to create cutscenes in which the behaviour doesn't differ from the game-play.

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  • First you will have to know when a person wins the game.

    Then you create an event checking if those conditions are met and add the action set "You win" to visible, or create object "You win" or any other way you have chosen to make "You win" appear.

  • Guess this is a picking problem.

    give the projectile an boolean variable HasBeenFired (or something else) and set it to false.

    on released or shot set the boolean variable to true

    When you try to reload the catapult be sure to check that only a projectile is loaded with variable hasbeenfired is not true.

    (condition boolean is true inverted (right click - choose invert)

  • The capx has a third party plugin "chrome console" that I don't use, so I can't open it.

    Maybe it would help if you set it up this way (I don't know if the slots are there for any other reason than handling the position)

    player on collision with part:

    • slot destroy
    • part destroy
    • player spawn part at imagepoint
    • part pin to player

    I think it would be easier.

  • Actually for this purpose you wouldn't need the clamp expression.

    let's say the desired area is a rectangle starting at x=100 y=100 and ending at x=200 y=250

    this code would do just fine:

    Every x seconds

    • system create object

    x: random(100,200)

    y: random(100,250)

  • Right click on the group name, choose edit, remove the thingie from the checkbox active on start.

  • You could define the area with the clamp expression.

    clamp(spawn.x, minimumx, maximumx)

    clamp(spawn.y, minimumy, maximumy)

  • in physics property are your square objects set to collision mask : bounding box?

  • That all looks like Chinese to me so it's probably some script language..

    I'm glad C2 uses event and not script.. :)

  • target set position to mouse.x(0),mouse.y(0)

    The (0) stands for the layer and therefor will respond to the scaling.

  • If you mean by a string containing the name, you should take a look at a third party plugin called nickname.

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LittleStain

Member since 26 Apr, 2011

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