OddConfection's Recent Forum Activity

  • Here is an example for you - TimerExample.capx

  • Your alternating layers idea could work, you'd just need a Global Variable to keep track of the layer the trail sprites are spawned on and then you could have an event like this to clear them:

    Conditions:

    System->For Each Trail_Sprite

    Trail_Sprite->Is on layer LAYER_VARIABLE

    Actions:

    Trail_Sprite->Destroy

    Sub-Event:

    Conditions:

    System->Compare Variable->LAYER_VARIABLE = 1

    Actions:

    System->Set Value->LAYER_VARIABLE = 2

    Else:

    Actions:

    System->Set Value->LAYER_VARIABLE = 1

    An alternative to using different layers would be to give your trail sprites an alternating instance variable, the event to clear them would be pretty much the same but instead of checking what layer the sprites are on, you'd just check their instance variable

  • You're welcome.

    Don't forget to share your game when it's done. I'd to see what it is you are creating.

  • I posted this Example capx recently for a double tap jump.

    It's similar to what sqiddster said, but it counted the number of taps in a time period rather than comparing time and had the unit jump instead of run.

  • Some news that slipped by the other day. Valve are going to greenlight at least another 10 games on November 30th and have said that they hope to greenlight at least 5 software titles as well.

    As I can only see 6 software titles and Construct 2 is in the top spot, we should definitely be seeing Construct 2 on Steam soon.

    You can read Valve's announcement here

  • Thibaut - use the LastX and LastY instance variables as Duckocide said, but before you check them for all instances of the objects, set a global variable to 0, then when you check them, if they are different set the global variable to 1. Then all you have to do is have an event after this that checks the global variable, if it's still 0, then nothing is moving.

    I've made an example capx for you to look at. You can drag the balls around to get them moving.

    Check Moving Example CAPX(r108.2)

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  • SemiKolon - you might want to check out marketjs.com. It's a place where developers can pitch their web/mobile games to publishers. I know a few C2 developers have put some games up there.

  • Place a Text object and create a new event

    System: Every tick -> Text: Set text to "FPS: " & fps

    You should Anchor the Text object if your screen scrolls.

  • You're basically just choosing between two numbers so just do random(2) check if it's over 1 and return 3 else return 1.

    random(2) > 1 ? 3 : 1

  • If you're looking for something simple, you could take inspiration from some old Atari 2600 games

  • Event: Whatever condition you want

    Action: System -> Set Layer Angle

    Example capx (r108.2)

  • Cool game, but like sqiddster said being able to stop (or at least slow down) would be good.

    Maybe you could make UP ARROW accelerate and DOWN ARROW decelerate. It would give players more control and allow them to play longer.

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OddConfection

Member since 26 Jun, 2012

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