angryscientist's Recent Forum Activity

  • R0J0hound I am trying your proposed solution. But I am confused by what you mean by "!", when you said "winx != nwjs.windowx". Is that an expression? Or what?

  • In games, such as Minecraft. Or in some OS's like windows. The cursor can, change its color, to invert what is in the background.

    I simply want to know, how to achieve this effect in construct 2.

  • donald Cela No

  • R0J0hound That is the general idea of what I want to achieve. But; In my project, the position of the window is already being set every tick. Do you know of anyway, that I could detect the window moving now?

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  • I simply want to know, how to tell if someone is moving, the game window. Pretty simple...

  • Rable I do actually set the time to 0. But I think I am going to start using functions, now.

  • Rable I do actually set the time to 0. But I think I am going to start using functions, now.

  • Sup with that? The problem with using normal functions, is that you cannot use it with multiple objects. Say you have a bunch of enemys, and you attack one. If you use normal functions, every single enemy takes damage.

  • I basically use the Timer for actions that I want to be preformed consistently. Like for example I will have a timer for "Damage Taken" so that whenever the object takes damage, it will react in a consistent way. No matter how it takes damage.

    I was just wondering if there was a better way to do this. Like maybe I could use variables. (e.i. Set "Damage Taken" to true) Or maybe I should try something completely different. I just want the least CPU intensive way possible.

  • Also, doing a multiple jumps in quick succession, feels unnecessarily difficult. I would either not let multiple jumps spawn within on tile of each-other. or just polish jumping.

  • Wow! This is a really great game! The art is amazing, and the gameplay is snappy and satisfying (No floating crap). My only complaint is that, while in principle, being able to move back and forth and jump with the same button works well, the system inst quite polished enough to work well when you are switching back and forth between the actions. I would suggest that you either: Make jump and move, controlled with different buttons, Have systems in place so that you don't have to switch between jumping and moving quickly, only have either jumping or switching, or just polish the system a lot more. Also objects in the foreground occasionally go behind other object, seemingly at random.

    Overall a great game that just needs a little work to become amazing!

  • You just need to set the TextBox.Text to a variable, and than compare that.

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angryscientist

Member since 13 Apr, 2016

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