GeometriX's Recent Forum Activity

  • Well, the pin behaviour is the best bet for this purpose, but you first need to set its position, then pin it (both in the event sheet), for best results (in this case, at least). Unpinning can be done in the event sheet as well.

    Your other option, which is functionally the same as using the pin behaviour, is to set position to another object each tick, specifying the desired image point. This way you can specify another condition, maybe a timer, and when that other condition is no longer met, the child object will simply cease to be "carried".

    Here's a quick example (r134). Drag the green block onto the pink one.

  • Agreed. I took a cursory look around earlier and didn't find it. Prefs would make much more sense.

  • Brilliant, thanks ASHLEY. I know it's just a small change but it'll greatly help.

  • Just a quick suggestion: include a hotkey that, while held down, grid snap-to is temporarily deactivated.

    This would greatly speed up level design that uses the grid predominately, but when I need to make precision changes for moving and resizing certain objects, having to check and uncheck snap to grid is a bit of a chore.

    Or if that seems silly, just a keyboard shortcut would be okay.

  • 29041982, I don't see why saved games wouldn't work. I haven't tried the save function itself, but I have used WebStorage many times, and it works perfectly on CocoonJS.

  • This game looks great, man. I don't buy without a demo or an onslaught of great reviews, so if you're not keen to make a demo, make sure you get your game out there and into the hands of reviewers! Yes, you might have to give it to reviewers, but if you stand by your project, it'll be worth it.

    Also, I'd loooove to see a post-mortem on this game. Just watching the video, there are a lot of things I'd be super interested to know how you did in Construct. If you've got the time, I'm sure a lot of people here would appreciate it.

  • Custom is used to add custom objects (i.e.: not just solids) as line-of-sight blockers, which you can do with the new behaviour's actions in the event sheet.

  • Works perfectly for me. Solid 60fps.

  • Easiest way would be with the Pick nearest condition. Pick the enemy nearest to Player.X, Player.Y.

    That will choose the actual instance of the enemy to destroy. If you want to additionally only choose enemies within x pixels, create another condition in the same event to Compare two values, first value being Distance(Player.X,Player.Y,Enemy.X,Enemy.Y) and the second being your desired distance, e.g.: 10.

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  • Sorry, you can't.

    Your options are to either test your variable as the condition for a bunch of spawn events with their own sprites; or work backwards and create all the objects, deleting those which you don't need.

    I know the latter might seem daft, but I've found myself needing to do just that recently.

  • In Mario, when you want to run fast he always fires off a single fireball first. So it's two different events: while button is down, increase running speed; and when button is pressed, fire off the bullets. You could use a repeat or a few wait commands to shoot multiple bullets.

  • Sweet, my pleasure. Good luck with your game.

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GeometriX

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