randomly's Recent Forum Activity

  • [Every tick]

    Player: set angle towards Touch.X, Touch.Y

    Player: Move forward X pixels.

    The higher X, the higher the speed.

  • (Reference)

    Use a small sprite.

    Create a loop, e.g. "repeat 100 times".

    Under that loop, add this action:

    "Create object: [sprite] at x=loopindex, y=x^2"

    That's it.

    Well, that's the basics at least, the rest is UI.

    If you want, I can create a .capx for you.

  • Hey everyone,

    searched through the forum, didn't find anything inbox-related.

    Short question:

    Is there any way to get an RSS feed for the message inbox? Would be greatly appreciated, thanks.

  • Yep, you'll have to create a loop that is repeating as long as at least one object is overlapping.

  • I see, you need something special.

    Download Pinco 's Advanced Textbox plugin and use the event "On focus lost".

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  • Well, I guess you won't need a .capx anymore.

    Just look at the 3rd page of the tutorial that zenox98 posted.

  • Uh, I'm looking forward to clothes and weapons, that will be awesome!

    Great work so far!

  • You would use the Timer behaviour for that.

    Here is the .capx.

    Pretty self-explanatory.

    The button represents one kill.

    When a doublekill is granted, the timer resets to 1.5 giving the opportunity to score another doublekill.

    This also opens up the possibility for triple-, quad-, penta-, and-so-on-kills.

    If you need any help with the other features you want, PM me or open up another thread.

    PS: you better post that license topic under C2 general.

  • You could give the plunger a "Drag & Drop" behaviour, set to "vertical". Also, give it a instance variable, "initialY" for example.

    When drag starts, set "initialY" to its current Y.

    When the dragging ends, apply an impulse to the pinball with the force of the dragged distance to the pinball (distance(plunger.x,plunger.y,plunger.x,plunger.initialY)).

    Under the same event, reset the plunger to its initialY and enable physics again.

    Sorry if not everything is clear, I don't have C2 available atm, but if you want, I can create a .capx for you later.

  • Tilemap.TileAt(Tilemap.PositionToTileX(Player.X),Tilemap.PositionToTileY(Player.Y))

    Gets the typenumber of the tile the player is currently on.

  • Use the event "TextBox: On text changed".

  • Usually, renaming it to a .capx and opening it then should work.

    Try to extract the .capx manually with a decompressing program like 7-Zip and open the included .capx.

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randomly

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