TheDom's Recent Forum Activity

  • The link to dropbox no longer works. Could you update please?

    Thanks in advance

  • This looks awesome. Dreading converting my global variables but definitely worth it.

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  • myvariable

    System > Every 2 seconds > add 2 myvariable

    subevent ________ >(x)myvariable < 0 > System Subtract 3 from myvariable

    x is for inverted. Every 2 seconds ( if the myvariable is not less than or equal to 0) , subtract 3 from myvariable

    There's a probably a few ways to make this better or implement differently but, depends on your use. Hope this helps or gets you in the right direction.

  • There is a physics example of this packaged with the samples in construct 2. Select "new", then physics catapult

  • I'm having some trouble understanding your issue but with the code you have outlined in red, try using sub events.

    Keyboard > ESpace is Down

    (sub event) > Every 0.2 seconds > Ship > Spawn Laser

    ( create a second condition)

    Laser > on created > System wait 0.2 seconds

    > Destroy Laser

    The explosion problem is your destroying it before the animation can play. It should be handled in the 3rd line:

    Asteroid > On collision with laser > asteroid > Spawn Explosion

    > destroy > asteroid

    The explosion needs to be a separate sprite and needs to be spawned just before the asteroid is destroyed.

  • It has to be triggered by "on any touch".

  • You do need visual studio. I don't know about the ads. I think it's better to go for Windows 10.

  • You might want to look on the store. There was a few game templates for match 3 type games that you could purchase.

  • Does the "Family1 > Is on layer 5" need to be a condition?

    Try adding the "Trigger once" condition to the

    "Touch > On touched Family1" instead of as a sub event.

  • Make alarmOn a global variable and use 0 for FALSE and use 1 for TRUE

    alarmOn = 1 > Play "alarm"

    alarmOn = 0 > Stop "alarm"

    health<20 > Set alarmOn "1"

    health>20 > Set alarmOn "0"

  • Like I said, I don't make these type of games but, I don't know if there are collision properties on tile maps but, collisions with normal sprites will work fine, no matter what layer you place them on. I only mentioned disabling collisions on sprites that they are not required is just a good practice for performance. Normally you can disable collisions on the properties dialog box for every sprite. I assumed it was the same for tile maps.

  • You could make a sprite, make it solid, and set it to invisible. You could us the same sprite repeatedly or use several depending on your collision shape needs. I don't make these type of games but seems to me this would work fine, placing the invisible sprites on the uppermost layer. I would also disable collisions on all visible tiles or sprites which would save memory. Hope this helps.

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TheDom

Member since 7 Jul, 2012

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