kototouchdown's Recent Forum Activity

  • So, here is what I'm currently struggling with:

    I've got a shitload of coordinates to change on multiple layouts and the amount of code lines is currently insane. The result is that I have open every single one of them and change them manually.

    Is there way to input multiple variables in a single line/prompt in an specific order and make the system understand it?

    Something like: Write "22,109,-148" and the system understands that it should take those numbers, in that order, and set as Var1, Var2 and Var3?

    Thanks in advance!

  • Gee man!

    Your code not only works like a charm, but I also don't think I'll ever have problem with timers/countdowns again. Your code + your explanation made me truly understand it. I've even played and experimented with it a little bit already.

    Thank you!

  • Ok, so my goal is to have a countdown timer that starts on 02:00:00 (that's two minutes) and go all the way to 00:00:00.

    My timer is currently on dt subtraction every tick from a global variable of 120. That's why I'm using floor(Timer/60) & ":" & Timer%60 to show it like a real number. However, instead of showing 01:05:34, it is currently showing 1:5.34874. I need to blend the timer code with two more lines/principles.

    1) The zeropad, so I put zeroes and make the timer always have 6 digits (in other words, 02:00:00 instead of 2:0.

    2) Make the code show the last two digits and no digit else. So basically have the 01:05:34 instead of 01:05:34238723. I thought that I had to use the round(N*x/x) to have that work. However, I need the system to interpret this as a number by itseft, as the floor(Timer/60) & ":" & Timer%60 basically has two independent numbers (because, basically, I need it to show 02:00:00 instead of 02:00

    .

    00.

    Can you guys help me out?

  • Unfortunately, it didn't work.

    I think the problem is that, since the player has Platform Behaviour and the enemy is a solid (or a jump through in some cases) they get to touch each other but they don't overlap, so the issue from before remains.

    Weirdly, though, there is a new symptom with this formula: now the player won't get hurt even if he jumps on the top of the enemy: he only dies if the player touches the enemy on the side.

  • Hello dudes!

    I've got the following issue:

    In my game, the enemies can destroy the player on touch. However, when I use my stun gun on them, they freeze and they are harmless for a few seconds. No issue until here.

    The thing is: when I'm on top of the enemy and it starts moving again, the player does not get harmed. The player is only destroyed if i stop colliding and then collide again: I have either to jump and fall back or go to the floor and walk to it.

    Does anybody no hot to force the system to hurt the player on this situation?

    Here is a stripped down file to show the problem:

    https://drive.google.com/file/d/0BwT1Zv ... sp=sharing

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  • So I'm developing a GameBoy-styled game. To give the perfect feel, I'm making everything to fit on a 160x144 screen and, since this is too small for a modern computer monitor, the Window size is 480x432 while at the start of the layout I set the game to scale to 3.

    It works perfectly on preview and while hosting on Bitbaloon, but when I preview the game on Kongregate, this setting simply does not work. The scale command is simply ignored.

    Am I doing something wrong or, if the Kongregate just disable it for some reason, is there another way to do this?

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kototouchdown

Member since 12 Nov, 2012

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