OddConfection's Recent Forum Activity

  • That capx is a bit different to the code you posted, being physics based and seems to work fine.

    Anyway, this change using is overlapping at offset should allow the other boxes to move once the one to the right of them has moved away a small distance:

    item is over lapping belt right
    item is overlapping item at offset (2,0) [Inverted]
    
    set x to self.x+1[/code:39ndv7uq]
  • lamar

    Played it for a few minutes and these were the things that came to mind:

    1. Game could be a little faster. Maybe have difficulty levels that affect speed.

    2. The clock looks weird when seconds are less than 10, not sure how you're handling it bt maybe something like this:

    [event] Every 1 second
    -> Add 1 to seconds
    
    [sub-event]seconds >= 60
    -> Add 1 to minutes
    -> Subtract 60 from seconds
    
    [blank sub-event]
    ->Set text to minutes & ":" & (seconds < 10 ? "0" & seconds : seconds)[/code:szdjzi6w]
    
    3. The conversion after touch down might be more interesting if you do it by double-clicking instead of running at the ball with arrow keys
    
    4. The opponents looked a little weird to me when the sprites were angled, maybe keep them vertical even when moving at an angle.
    
    Just out of curiosity, is there any licensing issue with using the team logos? Or does it come under some sort of fair use policy?
  • any offer on an efficient way to do this, i have browsed the forums and tried other ways such as line of sight but still no luck

    There is a Pick nearest/furthest condition you could use to select the item closest to the end of the conveyor belt.

    So, assuming the belt object has origin in the middle, you could do something like this:

    [event]item is over lapping belt_right
    [sub-event]item is overlapping item(Inverted)
    or
    pick nearest item to (belt_right.X + (belt_right.Width/2), belt_right.Y)
    
    [action]set x to self.x+1[/code:1chj1ybf]
  • More Export/Import support (this would be nice for phone games)

    How about exporting direct to .apk (Android) and .ipa (iOS) by Building mobile apps in Construct 3?

    Construct 3 for Android or other phones (for work while away from the computer)

    You mean like Construct 3 on mobile?

    I agree with not liking their subscription/rental model, and the only thing I've seen so far that makes it worth it is the new export option for building mobile apps.

    Still, I'd like to see it changed so that you don't lose access to Editor features when your subscription lapses, you just lose export options.

    This would make the subscription a one time fee for access to the Editor and an Annual Export License (first year included in the Editor access fee), which is more palatable than renting software.

  • when i use SET angle(self.X, self.Y, hole.X, hole.Y)

    arrow go always to nearest hole and that is wrong

    Pick a random hole!

    [event] Blue Arrow: On Created

    [sub-event] System: Pick random instance (hole) -> Blue Arrow: Set angle to angle(self.X, self.Y, hole.X, hole.Y)

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  • IGDev

    Assuming you've already given the Blue Arrow the Bullet behaviour, add these two events:

    System: Every 1 second -> Black Dot: Spawn another object - Blue Arrow

    Blue Arrow: On created -> Set angle to random(360)

  • helena

    In the streamlined version you are loading "Level1.json" but in the manual version you are loading "Level1A.json"

    Do both files exist?

    Or do you need to change your streamlined version to request:

    "Level" & FileNumber & "A.json"

    instead of:

    "Level" & FileNumber & ".json"

  • the game has slow down after some time.

    I'm guessing you've got too many objects, either from creating too many or more likely not destroying them once they've gone past the player.

    Check the object count in debug mode.

  • pikazho

    On tablet so can't check capx, but guessing you're using bullet for background, try using lerp

    Also, I wouldn't call that a platform game, more like an endless flyer.

  • bkdove

    I've added your game and voted 'Yes', I hope you get many more votes.

  • helena

    The object is called TileSprite but you are comparing Tilesprite.count

    Object names are case sensitive.

  • chosensha

    To prevent the player from doing more than one Dash:

    Add a boolean instance variable to the Player object called CanDash, set it to true initially

    Add a condition to the Dash event: Player.CanDash is true

    Add an action to the Dash event: Set Player.CanDash = false

    To re-enable the Dash, on landing:

    [c] Player On landed

    [a] Set Player.CanDash = true

    To re-enable the Dash, when on the floor:

    [c] Player.CanDash = false

    [c] Player Is On Floor

    [a] Wait DashCooldownTime seconds

    [a] Set Player.CanDash = true

    Alternatively, you could look at using the Timer behaviour for re-enabling the Dash

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OddConfection

Member since 26 Jun, 2012

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