randomly's Recent Forum Activity

  • Please provide a .capx of your whole project so we can understand the context of your code.

  • Try to add a condition "Trigger once while true" to the "health=120" condition.

  • Actually, the place you spawn the item at is the problem.

    Try to spawn the item at Platform.Y - 20,

  • Do the following:

    Enemy: Has Line of Sight to Player:

    • Enemy: Set angle to [angle(Enemy.X,Enemy.Y,Player.X,Player.Y)]
    • Enemy: Move forward X pixels

    (replace X by the amount of pixels you prefer. The higher, the faster the Enemy moves.)

  • Use the system action "Save game".

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  • Honestly, I have no idea what exactly causes this.

    Must have something to do with the save state.

    Try to replace or remove that if possible, should fix it.

    Nonetheless, here is a temporary fix to make it work until you find a solution:

    Just replace the numbers by the X value you want.

    (Or use Window.Width)

  • Sorry, I can't quite grasp what the issue is..

    Game works fine for me.

    No invaders are flying off the screen.

    Which wall do you mean?

    Are you sure you provided the correct .capx?

  • 1) Include a screen capture:

    • Open up your event sheet/layout at the required position
    • Press "Print" on your keyboard
    • Open up paint (or any image editor)
    • Press "Paste" (or Ctrl+V)
    • Save the image to somewhere accessible
    • Open up your browser, go to http://imgur.com/
    • Upload your image, no login needed.
    • Copy the link to the file (Hover over image->Get share links->BBCode->Remove the tags)
    • Paste the link into your post

    Note: Since you don't have 500 reputation points yet, you can't directly link to anything. Make sure to tick "Do not automatically parse URLs" underneath the posting screen.

    2) Include a .capx:

    • Open up your project
    • Go to "File" -> "Save as single file"
    • Save to somewhere accessible
    • Upload the file to a filehost, DROPBOX is strongly recommended
    • Paste the download link in your post´

    Again: Make sure to tick "Do not automatically parse URLs"

  • Turrets take some time to shoot when they have a target in their range and view.

    If, during that time, the target moves out of the turret's view, the turret doesn't shoot.

    Rotating gives the turret more time to shoot.

    Try to put a turret on a section where the target moves horizontally for some time.

    (E.g. left of the second turning point of the path)

    You will see that the turret shoots there.

    The issue is probably the time it takes to calculate stuff for the turrets.

    This isn't a bug. You will probably have to switch rotate to "on", make the targets bigger or move slower or simulate the turret behaviour with "line of sight".

  • First of all: please always provide the capx if it isn't too big or too messy.

    The easiest way is to add an event for the object that interacts with the river:

    [object]: -> On collision with [River][/code:i16x9zrx]
    
    That event would contain an action to create an object at the current position of the collided object.
    (You may need to add an imagepoint to make the creation location more accurate)
  • First of all: you don't need any permission to post parts of your project.

    It helps us to solve your problems, so try to provide us with additional info as often as possible.

    Now to the solution:

    Adjust the linear damping value of the object when it overlaps. Higher value means that the object's velocity decreases faster over time.

    If you simply want to for example divide the current speed by 2, you can change the physics behaviour to R0J0hound 's Chipmunk physics and set a "max speed" that would make it easier for you.

    (You would set "max speed" to Self.speed/2 if you want to divide by 2)

  • Native C2 doesn't support Multitouch, you would need a plugin.

    Construct 2 Multitouch Plugin

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randomly

Member since 26 Sep, 2016

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