EvasiveBits's Recent Forum Activity

  • You could have an "On Layout Start" event that triggers the load, which you could then have a global that signifies what layout is to be loaded, then have an event that checks for that global that would then load that layout.

  • Sir, I believe you need to use families. I just recently learned how through the construct 2 example "families"

    In that example you will see that there is only one sprite for the bullet, with the use of families every bullet will share the same conditions but act individually, this should point you in the right direction.

  • This link helped me learn how to create save and load features. Instead of web storage look for local storage as that is what it is called now.

    https://www.scirra.com/tutorials/1466/how-to-save-and-load-a-number-value-very-easy

  • Im not sure what exactly you are asking, but it seems you want a template with a lot of features. The templates only help you get a head start on your project or teach you a lesson. Don't let that make you give up. Read some tutorials and gain some knowledge. Even if it seems impossible don't give up, before you know it you will be able to make exactly what you want from scratch.

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  • I would have two globals, lvlScore (level score) ttlScore (total score)

    lets say my game has a square that has the gold to touch a circle, along the way I pick up the stars, each time I pick up a star I add 1 to lvlScore. I pick up 5 stars then my square touches the circle. Now its time to add.

    Event: Square is in touch of circle

    Action1: Add to Variable: ttlScore Value: lvlScore

    Action2: set lvlScore to 0

    The add value is found under system

    Action2 will allow you to use the same global for each level. Keep in mind you will need to trigger it to set to zero if you fail a level to.

  • Well you could have 1 sprite for each level that has 3 frames, frame 1 - 1star, frame 2 -2stars, frame 3 -3stars.

    Lets say 100pts gets you 1 star, then you make a global for each level that checks the high score for that particular level.

    Condition would be a sytem condition, check two variables, action would set the frame of the sprite

    high score >= 100 & <200,

    play animation 1

    high score >= 200 & <300,

    play animation 2

    high score >= 300

    play animation 3

  • Assuming you know how to add touch:

    Conditions: Is In Touch (or whatever touch trigger you want to use) & Compare two variables (found in system)

    Assuming you are splitting the screen length wise:

    (left side of screen)

    Var 1, you want to use Touch.x

    < (switch this for right side of screen)

    Var 2, half the margin size

  • Just thought of something else, if what I posted helps you and you want to show the the beam travel you could make a global set the global as the distance and then create an event

    (event) beam width is < distance (action) beam width + 1

  • Keep in mind, I'm a C2 noob

    You'll need to use this expression, that's all: distance(x1, y1, x2, y2) Calculate distance between two points

    hypothetical: We want a beam to hit player. I would set the origin of the beam to x=0 and y= 1/2 of the height

    Sprite Names:

    beam

    player

    Set the width of beam with an 'every tick' event:

    beam set angle towards position player.x, player.y

    beam width = distance(beam.x, beam.y, player.x, player.y)

    WARNING: This will distort the image of the sprite if its fancy lighting like in the picture you show. That should work, don't have the time to test myself though, sorry.

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EvasiveBits

Member since 26 Jan, 2017

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