fm4fanAT's Recent Forum Activity

  • you want to spawn new enemies when you wrap around your layer?

    If so I would try this (without the wrap behaviour)

    fetch obj_player.x and y > move player to the other side > spawn new enemies

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  • just tried touch and it is almost as fast as I can click - so 120 touches per minute no problem

    so I think the problem is somewhere hidden in your code.

  • I don't get the question.

    If you have the "scroll to" behaviour on the player, then the player (your car?) makes the screen scroll.7So faster car faster scrolling.

  • spawn the warning sign - and when animation has ended spawn the enemy on an offset

  • animation on the sprites? invisible box with bullet behaviour that is pinned to bike (so you can set angle on bike)?

  • The boxes work great - they behave perfectly like you planned it.

    The problem ist that you pinned all your enemies to the first box. And so, of course, the destroy behaviour is on this one first box.

  • the simplest choice is the choose function

    eg. "on start of layout" "set text to txt_box" "choose("a","b","c")"

  • https://www.youtube.com/watch?feature=p ... jXOY#t=176

    This video shows a way more complex solution than you need - but with this you get the idea

    easier for you, because it's closer to your question is - make a new project and choose "bouncing bullets"

  • I think what you are looking for is

    add Event | Gamepad | compare axis where you can compare e.g. the left X axis (-100 to 100) so you know if walking right or left (and then set obj_player) to mirrored or not.

  • Hi,

    it's hard to tell without knowing your capx

    but I try it anyway:

    lets say you want to subtract 1 life on touch then it is important not just say "on touch" (here it would affect all enemies). You have to take "on touched object"

    with the walk left/right I have no idea what went wrong - so here a solution that works

    in this example you have to give the enemy a bullet behaviour, an instance variable "WalkingLeft" to false (if they start to the right), and an object they can collide with

    obj_Enemy > on collision with obj_Wall

    subevent: obj_enemy | is WalkingLeft || obj_enemy | bullet speed = -100; obj_enemy || set WalkingLeft to true

    subevent: obj_enemy | is NOT WalkingLeft || obj_enemy | bullet speed = 100; obj_enemy || set WalkingLeft to false

    hope this helps

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  • What you are looking for is the sine behaviour

    how to apply it:

    add to your bullet_sprite a bullet and sine behaviour

    now in the sine behaviour change the movement to vertical and magnitude and period (e.g. period 0.5; Magnitude 200)

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fm4fanAT

Member since 19 Jan, 2016

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