Tomycase's Recent Forum Activity

  • You need an object, your shape, that will act as a mask, then you need to change your image blend mode and put it in front of your shape, to make it works the active layer must have Force own texture enabled

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  • You're looking for a more advanced type of movement, in C3 it can be achieved with tweens and timelines, you should look for those tools :

    construct.net/en/make-games/manuals/construct-3/behavior-reference/tween

    construct.net/en/make-games/manuals/construct-3/plugin-reference/timeline

  • youtube.com/watch

    youtube.com/watch

    youtube.com/watch

    Here is 3 tutorials about enemy following player, you should find what you need here;

    Don't forget to check youtube tutorials if you struggle on something, there are high chances that you find what you need

  • I'm not sure of the result you want to achieve here, also making the camera a big object shouldn't be necessary, as the scroll behavior will track its origin only, usually a small sprite does the job, if you want to change the zoom (I believe?) you need to modify the layout scale

  • There're plenty of tutorials for enemy spawning and enemy follows on Youtube, I recommend you to take a look

  • Hi, from what I understand, your level has a large height and you want to show it integrally, that's right?

  • Hi, you can create a variable "Character" and set it to the character name or type on tap, and when the level starts you create an instance of the choosen character using this same variable;

    For the weapon, since it's one weapon or type of weapon by character, you could create a group for each character and activate the group named after the character;

    For example if you want to spawn a Swordman, change the variable "Character" value in main menu to "Swordman" and then :

    - On start of layout :

    - Create "Character" on Layer (...) at X; Y; creates an instance of the object named "Swordman";

    - Set group "Character" activated; set the group named "Swordman" activated;

  • Perfect, good luck for your game ~

  • Okay here it is :

    Just like ome6a1717 said, you need to use a variable that is compared to your text length, in my example the variable is Textlen, for the text I use a third-part plugin for typewriting, but it should be almost the same for C3 typewriting : while the text is animating, it checks if the variable value is smaller than your text length with len(yourtext.text), which will update the variable and play a sound;

    The sub-event is for checking if last character is a space or not, by comparing the first character starting from the right of the text; it will play a sound only if the character isn't a space, if you don't need that you can remove the sub-event

  • That's why I asked about your objects acceleration and deceleration, and it is related to their maximum speed too, what you can do if you don't want to mess with those parameters, is to give them a variable or boolean, and if true, apply vector X, and turn it off with a timer

  • In that case, if your enemies uses platform behavior, you need to set their vector X and Y on player touch, and depending of their position relative to player it will be a negative or positive number for vector X, and a negative number for vector Y to simulate a small jump

    Edit : what are your enemies acceleration and deceleration parameters?

  • I made a system that works for any text length, I don't have my computer to show you but it consists to check if the text length is different from a variable, and also check if the last character is a space or not to play a sound only if there is a letter

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Tomycase

Member since 3 Apr, 2016

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