David Flook's Recent Forum Activity

  • Just to continue the trend of making life easier;

    For the "DestroyOutsideLayout" behavior;

    Add a parameter that can be checked call "After Show" giving you the ability to start an object off-screen but can automatically be destroyed on exit.

    For the "Wrap" behavior;

    Add the trigger "On Wrap" giving people the option to perform actions when an object wraps.

    Thanks,

    Dave

  • Try putting that code into a function.

    Then, when ever you create a platform, you can call the function to generate stars.

  • You need to do the above as a sub-event in "On Start of Layout" so it only happens once when the layout begins.

    [Event] On Start of Layout

       [Subevent] System.Repeat Platform.Width / 100

       [Action] System.Create Star at (Platform.X - Platform.Width / 2 + loopindex * 100)

  • Something like;

    [Event] System.Repeat Platform.Width / 100

    [Action] System.Create Star at (Platform.X - Platform.Width / 2 + loopindex * 100)

  • Use this principle;

    Give your bullet the following behaviors;

    a) Drag & Drop

    b) Pin

    c) Bullet (initial speed of 0)

    1) Pin the bullet to the character using rope-style.

    Combined with the Drag&Drop behavior, you will be able to move the bullet around like in angry birds by dragging.

    2) On Drag&Drop (when the player drops the bullet);

    a) Unpin the bullet

    b) Disable Drag&Drop

    c) Set bullet speed to a value (can be based on distance to character)

    d) Set bullet angle of motion (based on angle to character)

    The sling part of the system is just a visual trick. It doesn't actually serve any mechanical function.

  • How about System Pick nth Instance?

    Where the nth instance is Chapter.

    The first instance of your Text object would be 0 and increase in the order you created them.

  • Can you do something like?

    On start of layout

    (subevent)If LayoutName = Sprite.LayoutName then (actions)

    where Sprite.LayoutName is an instanced text variable.

  • Use Platform behavior and try something like this;

    This assumes you have a side-view character facing right by default.

    a) Simulate press left if Player is mirrored

    b) Simulate press right if Player is not mirrored

    c) When the Player hits a wall switch between mirrored and not mirrored.

  • Don't make the edgeMarkers solid objects. Simply make them invisible sprites that enemies can collide with in order to make them turn around.

  • Give one of the objects "Pin Behavior" and Pin it to the second object using "Rope style". The distance these 2 objects are apart when you pin them will set the rope length.

  • For sprites, just add the Behavior "Destroy outside layout".

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  • Use Touch.XAt(Index) and Touch.YAt(Index) to select specific touch inputs for Multi-Touch.

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David Flook

Member since 9 Nov, 2012

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