Paradox's Recent Forum Activity

  • I would think that would be easy, you make an invisible sprite that has "scroll to" behavior on it. If the player moves past the center to the right, that sprite moves to match, but if the player moves left, the invisible sprite doesn't follow. Lock the player to the visible screen by not letting it move half the screen width away from the invisible sprite.

  • I think the controls are perfect, Did wish I knew about the green=no damage earlier.

    How did you get the high scores to work? I can't get it to work on mine. I keep finding old instructions.

  • Would this work?

    Move the spawned object's origin point outside of it's graphic, so that when you spawn it on the circle the center is the same as the circle but the graphic is on the edge. That way when it spawns and is on top of a previous spawn, you can just rotate it until it's not on top for the other. It would rotate along the edge of the circle.

  • It's the audio plug in.

    With the plugin it won't play in chrome and firefox, (didn't test opera)

    https://www.scirra.com/arcade/undergrou ... shaft-2339 (now fixed)

    Without the plugin, no sound but:

    https://dl.dropboxusercontent.com/u/854 ... index.html

    Edit: Rolled back to 212.2 and it exported fine. Hopefully reuploading it won't affect the judging.

  • I just came here looking to see why it started happening to me.

    In chrome I got a black screen and on the console it says:

    c2runtime.js:17013

    Uncaught SyntaxError: Block-scoped declarations (let, const, function, class) not yet supported outside strict mode

    index.html:99

    Uncaught ReferenceError: cr_createRuntime is not defined

    index.html:92

    Uncaught ReferenceError: cr_sizeCanvas is not defined

    Edit: odd, I deleted the Audio object, and minimize worked. (but chrome still didn't)

    Had to submit my game Jam entry with a disclaimer for Chrome, hope that doesn't count against it.

    (World of Mineshaft)

  • I should have made my answer clearer. The wait is the problem, that event will fire every tick for that first second it's waiting.

    So when the first of those seconds is up all those waits that build up will fire each following tick (the end of each of those wait periods) moving your enemy 60 or so pixels. (nothing you can do about the movement, as it all happened 60 ticks ago.)

    You could also put an instance variable on the enemy, "TargetSpotted" that you set when the wait event is first fired, so that it doesn't repeat.

    Add a condition to event 1: TargetSpotted=0

    and an action to event 1 before the wait: Set TargetSpotted to 1

    and an action to event 1 after the wait: Set TargetSpotted to 0

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  • Are you using "Pick by Evaluation" and selecting the larger one that way? That seems like it should work.

    If you are just doing a system compare, it doesn't pick.

  • The enemy still has line of sight during the wait, so it fires again and again and again, etc.

    Maybe add a check for "Attack Animation not playing," that way that event doesn't even fire if that animation is in progress?

  • It might be the different speeds at which it's playing are determining when it respawns a platform.

    Perhaps try respawning on the distance the platform has traveled instead, that way you can control the width of the gap. ("distance traveled" is a value under bullet, you can use in in a System "compare two values")

    I've never done one of these, perhaps someone has a better method for platform timing.

  • I'm trying to grasp what you mean, to simplify your example, I replaced your position hop on collision (and variable setting) with a flash behavior. Player collided with each of the 3 fine. Is it something with the position hops?

    edit: actually, just disable the variables that only let the hop happen once, and it does seem to collide with each.

  • It's not a touch screen, just a monitor. It's the media player that runs it you have to research.

    http://www.lgecommercial.com/digital-signage/products/media-player/lg-MP700

    It seems to run Windows 7 and you can hook up a keyboard and monitor. So it's possible it would play a game. however the public may be able to circumvent the kiosk mode if you give them a keyboard.

  • Have you tried the Bullet behavior?

    It includes built in gravity, just set the Gravity parameter, it adds the affect of gravity on the bullet, in pixels per second per second.

    Its what I used in Cannonball Bash.

    https://www.scirra.com/arcade/shooting-games/cannonball-bash-1373

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Paradox

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