Nimtrix's Recent Forum Activity

  • Maybe there's a better way, but you could put an invisible object on top of the object in question, and destroy/spawn it depending on the variable. Then apply the mouseclick events to the invisible object.

  • The players angle is pointing towards the enemies, right? So can't you just set your enemies angle to the opposite of the players angle? Moving them Up/Down/Left can then be done with custom movement or events.

    I might have misunderstood your problem, but I find it a bit hard to follow your post, maybe you could post a .capx?

  • How about using two variables for keeping track of how many are currently on screen, and deactivating groups to choose what events should run?

    My suggestion: EnemySpawnLimit.capx

  • PaulStrife:

    Every layout has an event sheet assigned to itself, and you can include other event sheets to apply events to all (or some) layouts.

  • Just rename your object, and change the sprite, then create a new object to replace the old one? All the events will change when you rename something.

  • If "Pick random instance" is the only condition you have, it will just keep picking instances and destroy them one after the other, so you'll probably need another condition i.e. "Trigger once while true".

  • You can do it with a simple instance boolean and a "Pick random instance" event, like this:

    PickRandomDoor.capx

  • Your random expression looks fine to me, might have to see your .capx to find the problem. If you want to spawn something in the center of the window, you can use "WindowHeight/2" and "WindowWidth/2".

  • Sub-events can be created by right-clicking an event and selecting "Add new sub-event", or you could drag an already made event (child) to the bottom of another (parent) with the mouse, and it will become a sub-event.

    Edit: Ah, you got it, the manual usually holds the answers as well.

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  • I made this example for someone asking a similar question about drop chances a few weeks a go, hope it helps.

    DropChance.capx

  • zsangerous:

    About 30 fps should be sufficient.

    Edit: oh, and FPS means "Frames per second"

  • Is there any particular reason you're using the pin behaviour? If you just want your sprite on top of your "Player" object at all times, put your imagepoints at the bottom middle of both sprites and use the "Set position to another object" condition instead.

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Nimtrix

Member since 30 Dec, 2011

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