aruche's Recent Forum Activity

  • IsometricRobot

    is adding a Solid Behaviour to Sprite11 a possible solution? As in that would handle the "stop when collide" and "move when not colliding" issue but would that break something else?

  • SingularPixel

    Hmm, I could replicate something like that when the 2nd layout has "Every x Seconds" conditions and it seems like the first occurrence of that event is calculated using the amount of time since the start of the game(instead of from the start of the layout).

    How to replicate:

    Menu layout

    -[Condition] Keyboard-> On key press = Spacebar

    - [Action] System -> Go to game layout

    Game layout

    • [Condition] Every 3 seconds

    - [Action] System -> Spawn tank.

    Scenario:

    • Start the game.
    • Wait 3 seconds or more
    • Press spacebar.

    Observation:

    • First tank is spawned, without 3 seconds countdown.

    I'm not sure if it's the same problem.. but if it is, you could try something like this:

    <img src="http://img211.imageshack.us/img211/8721/97150102.png" border="0" />

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  • jeffige

    Hi, I'm not sure if this is what you want:

    http://dl.dropbox.com/u/33370253/TankNBomb.capx

    (Made with r110.2)

    The below condition (highlighted) is what makes the tank shoot a "bomb" only after the other is destroyed.

    <img src="http://img855.imageshack.us/img855/3170/25072164.png" border="0">

    You can disable that condition if you just want a delay between the "bombs".

    Hope that helps..

  • I would do these:

    • Give the Boss object an Instance Variable, perhaps naming it "hitpoints".
    • Decrease that variable on every hit.
    • Destroy the boss when the variable becomes less than or equals to 0.
  • emoaeden

    Hi, i'm not sure if this is something like what you wanted:

    dl.dropbox.com/u/33370253/ClosestInstance.capx

  • Interesting find. I think the object might be flagged for destroy, but not actually destroyed when the "Destroy" event is called.

    Here's a solution using a Boolean variable:

    dl.dropbox.com/u/33370253/SkipDestroying.capx

  • I think they are some code packages for NodeJs, allowing one to set up code to simulate behaviour of browsers without the need of running a browser.

    So you can create programmed "Zombies" to visit websites, capture screenshot of websites, test websites, fill up forms, monitor sites for you. These data can then be captured into a database or used in part of your NodeJS program.

  • It looks like fun and has creative mechanics :). Thinking of different game mechanics is always a problem for me... Good job!

  • Suvd

    I think the problem could be the with the "Every 4 seconds" condition. The timer does not reset even after a layout restart, thus toggling LeftRight at odd timings.

    Below is a solution that uses a different approach to create the same condition:

    dl.dropbox.com/u/33370253/RestartMovingIsles.capx

    Hope it helps.

  • Thanks. It works.

  • cow_trix

    you could try opening your .caproj file with a text editor and edit:

    <saved-with-version>11000</saved-with-version>

    to

    <saved-with-version>10900</saved-with-version>

    and then re-install r109 to open your project.

    If your project is a .capx, you can save it as a Project using r110 then attempt the above.

    Note: This may not work if you used new features from r110. Also, backup before trying.

  • sman118 I'm not sure if this is what you wanted.. but could give it a try anyway:

    dl.dropbox.com/u/33370253/PinTest_.capx

aruche's avatar

aruche

Member since 7 Nov, 2012

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