ikke2902's Recent Forum Activity

  • Zathan The suggested manual by Tekniko answers your question. You can find it in the third paragraph.

    Take your time to read the entire manual

  • Here ya go

  • I am not sure if I understand your question properly

    Is this what you are looking for?

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  • Try the scroll to behavior with the action Shake

    https://www.scirra.com/manual/102/scroll-to

  • I think this will help you

    https://www.scirra.com/tutorials/358/as ... nts/page-4

  • You need to make a distinction between Conditions and action.

    The cooldown is part of the condition not an action, so you should not use the Wait action.

    There are 2 ways to make the cooldown.

    First method is using instance variable.

    Add Instance Variable to the player, lets call it PlayerCooldown. Its value should be zero on default.

    The player can shoot if the PlayerCooldown < 0 and lmb is pressed.

    When he shoot, the PlayerCooldown value will be set to Value X (in seconds)

    Make another event that will reduce the PlayerCooldown value to zero. An event condition like Every X seconds can do the job, Make it so Every X seconds, X value of PLayercooldown will be substracted.

    Method 2, make use of an add-on created by rexrainbow

  • Make 2 events

    1) Enemy=destroyed & Global Variable EnemyDeath<10 | add value 1 to Global variable EnemyDeath & destroy enemy

    2) Enemy=destroyed & Global Variable EnemyDeath>9 | Spawn power ups at enemy & Set GlobalVariable EnemyDeath = 0 & Destroy enemy

  • It is a bit hard. I am guessing what you want to do and what your problem is. Hopefully I am close to what you are looking for =/

    I think your game is spawning many BulletFX simultaneously. For me, the On create condition becomes a bit troublesome. C2 seems to be confused which one to pick during the On Create event when more objects are created in the same tick.

    What I do is adding an instance variable to BulletFX, let's call it TriggerCheck. TriggerCheck has value zero when BulletFX is spawned.

    Instead of On Create condition, I would do the following

    BulletFX TriggerCheck=0 | System create object etc.

    Wait 0 seconds

    Set BulletFX.TriggerCheck to 1

  • Try

    Every X seconds | set monster angle to [Player.x ; Player.Y] position

  • Maybe like this?

  • That game is realy impressive, especially under 100 events!

    A small hint, allow the players to skip the intro story. Some people will get annoyed if they have to go through that every time they load the game.

    Anyhow, keep it up

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ikke2902

Member since 8 Feb, 2012

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