ramones's Recent Forum Activity

  • You can set the time scale for individual objects. So you could set the game time scale to 0 and then set the menu to 1.

  • Looks okay here. What browser are you using MWB?

    I like it. Some suggestions:

    I think the score should be based on typing speed and not just number of zombies killed.

    I don't like the way it randomly selects a word starting with the first letter you typed. You start typing a word and it selects a different one and it really throws you off. It can be difficult to figure out the other word as well when there are many words on the screen and overlapping. I'd suggest moving the selected word to the top of the z-order so it's not hidden behind other words.

    And you need an option to mute the music ;)

  • In event 4, 'System: Compare values' doesn't pick any coins therefore they're all picked therefore they all get destroyed. Use 'coin: compare X' instead. Or just give the coins the 'DestroyOutsideLayout' behavior.

    I couldn't see any problem with the platform controls.

  • What version are you using?

    Bug Fix

    Possible crash editing properties of objects when multiple instances selected.

  • This is the thread I was thinking of: http://www.scirra.com/forum/between-sprites-distance-zoom_topic52047.html It was in the FAQ actually.

  • Try a search. I remember seeing an example of this before. I think there was even an example that split into splitscreen when the players moved too far apart, using the canvas plugin.

  • Every tick -> AnimBox Set position to Hitbox

  • Here you go: shooting.capx (r101)

    Have a look at the changes I made. Hopefully it makes sense.

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  • It's fairly self explanatory I think. Event 3: when the ammo reaches 0, wait 2 seconds and then set it back to 5. The 'trigger once' ensures the event doesn't fire repeatedly when the ammo is 0.

  • pace->activeSpace=spaceID, Space->Start animation

    This will restart the animation every tick so it will always be on the same frame and appear to be stopped. The other two sprites animate normally because the animation speed > 0. When you invert it the reverse happens, the other two have their animations reset every tick.

    You'd need something like:

    +System: On start of layout
       - Space: Stop animation
    
    +Space.spaceID = activeSpace
    +System: Trigger once
       - Space: Start animation
    
  • You CAN hold shift while rotating the sprite and it snaps to multiples of 5.

  • Setting y to 0 works if y is exactly 1600 when you change it. But if the background has gone a little bit past 1600 (which it can) then you get the gap.

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ramones

Member since 17 Apr, 2012

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