99Instances2Go's Recent Forum Activity

  • On touched makes a picklist containing that 1 button that is touched.

    When that (and only that) button is touched before ... pressed is toggled off for that and only that button.

    Else that (and only that) button ... pressed is toggled on for that and only that button.

    Since the picklist contains 1 button, you dont reach the other buttons.

    Just add the function plugin to the project.

    A function starts picking from scratch.

    So ...

    Condition ..

    On touched Dressbuttons

    Actions ..

    Call function "unpress"

    disable effect

    set width to 40

    set boolean pressed to true (dont toggle)

    Condition ..

    On function "unpress"

    Actions

    Pick all Dressbuttons

    enable effect

    set widt to 200

    set boolean pressed to false

  • It repeats 30 times, but this way it repeats 30 times in 1 tick.

    I suppose you want to see 'those 30 repeats' happen, then you must give the system the chance to redraw. Redrawing the screen happens on the end of the tick.

    To do this, you basecaly use the tick-loop. The events run top down (kinda). 1 top down = 1 tick. And it keeps 'ticking' as long as the game runs.

    So you need a variable ... lets say 'counter' ... a number.

    When you need to the repeat to happen, set it to 29. On the place where you now do the function call.

    Now just ....

    New event with condition ...

    System compare 2 values ... 'counter' ... > ... zero

    Actions ....

    Substract 1 from 'counter'

    All the other actions. from above.

  • Do you want the mana to go negative ? Or the health, not sure what you display in the bar.

  • Every second

    mana = max(0,mana - 1)

  • In less then a second.

    https://www.dropbox.com/s/rwwyr8yda9j41 ... .capx?dl=0

    Or if it has to be exact.

    https://www.dropbox.com/s/m8exkwtgeiq2x ... .capx?dl=0

    Edit: offset in last one should be 13/-13, my error

  • On collision (sprite) with Particles creates a picklist containing That Sprite and That Particle.

    Any other following pick condition in the same event and in sub events will start to pick from that picklist (containing That Sprite and That Particle)

    Hence, that sprite that collides with Enemy1 is not present in that picklist (at this point the previous picklist).

    Whatever the outcome of the condtion (true or false) the actions have no object to run on.

    Conclusion: you have to start picking from scratch for the second condition.

    Conditions:

    On collision with Particles

    is GeiserOn

    Actions: whats needed to be done

    New condition (picking from scratch)

    On collision with Enemy1

    Actions: whats needed to done

    This ofcours leads to re-using the same actions and to more code. Get a long with that using a function.

    So.

    Event:

    On collision with Particles

    is GeiserOn

    Action: call function with parameters the UID of That one sprite and That particle

    New event (picking from scratch)

    On collision with Enemy1

    Action: call function with parameters the UID of That one sprite and That particle

    New event.

    On function

    Pick Sprite by UID ... do your thing

    Pick particle by UID ... do your thing.

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  • I think event 10 should be 'on jump'. As a top level event, no sub.

    12 should be (no sub)

    Is on the floor

    Is moving

    or

    is on the floor

    compare two values ... abs(sprite.flatform.VectorX) .. > ... 1 (rather this)

    13 should be (again no sub)

    Is on platform

    compare two values ... abs(sprite.flatform.VectorX) .. <= ... 1 (rather this)

    Because jumping/falling/landing = moving

    Look a second at my example in here

  • I am not aware of an entry in the manual about this. I had to learn this the 'hard way'.

    You can read about this in the forum.

    https://www.google.be/search?q=scirra+p ... ly+created

    A lot of poeple have problems with this. But once you understand it, it means nothing.

    Since i had a hard time to learn this lesson, i understand that new users bump easy on this. So i kinda take every opportunity to shine my little light on this.

    The moment you have this 'newly created objects thing' under control, and from the moment you understand this manual page (https://www.scirra.com/manual/75/how-events-work), you understand everything about c2.

    Oh and, what i call a 'new root-event' is also called a 'top-level-event' on the forum. It just means an event that starts at a zero margin, no sub.

  • That last Capx works by accident. And here is why it works...

    First this. You can not read properties/values from a newly created object until the next new root-event. 'On create' is no more then a special function, so, it does not count as a new root-event.

    Since you cant not read its Solid flag at that point, the path does not know that is a solid. Therefor that newly created object is not added to the obstacle map. And the pathfinder sees trough it. A solution by accident, and only working under those specific circumstances.

    Just switch the solid to off before finding a path and back on during 'on path found'.

  • Suprised you dont like the 'pauze' caused by the 'wait'. Never use wait (until you have read the manual 105 times). (I almost read it once)

    Here is a capx (yours).

    https://www.dropbox.com/s/kkzhy6vnqhfj6 ... .capx?dl=0

  • Think you have to create them yourself.

    Can do with a grafics edior of you choice.

    Or with this nice creation from blackhornet

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99Instances2Go

Member since 12 Feb, 2016

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