EvasiveBits's Recent Forum Activity

  • Yeah! I guess that's true. I never really put a lot of thought into working collaboratively before, it's much more work than I originally imagined, even if you each had separate save files they wouldn't merge, I guess separate event sheets that are included in a master sheet would be the way to go.

  • I personally would share the project file using google drive. Use Two change logs at the top of an event sheet, each of you have your own text and/or background color for comments and change log.

  • On line 82 is where I have the actual dive action, I'm using custom movement but the bullet with "set angle of motion" should work just fine.

    On lines 83 and 84 I set an instance variable to store the angle of flight I want the flyer to go after the dive is over, the "FlyAway" Instance variable is then used on line 86.

    Note: You will most likely need to mirror your sprite.

    General Tip: I noticed that lines 79&80 can be combined by right clicking on the condition box and changing it to an "Or Block", This Event Sheet is from an open project of mine, it's not yet optimized.

  • Can't figure out how to post a pic, I will try my best to keep this simple.

    Set up a condition that tell the flyer to attack player, then us an action "set the angle of motion" (bullet behavior) towards position of "Player.X", "Player.Y"

    You will then need a condition to disengage the player, at that point you could simply angle the flying object to something like 40degrees until it reaches a certain height, then set it to 0degrees.

  • I don't think it has anything to do with the logic you presented. In the gif I see a green sprite which I assume your using as a detection block, I do the same, You must find a reason for it to behave differently when hitting while character is right.

  • For the 70, 20, 10 chance, you could do the following: create a local variable (for this example I'll call it ItemClassSelector).

    In the event you currently have, set ItemClassSelector to int(random(1,11))

    Then use 3 sub event, 1: if ItemClassSelector <=7 then pick from common ; if <=9 & >7 pick from rare ; if =10 pick legendary.

    For the animation selection use more sub events. If common set animation to "common", If rare set animation to "rare", If legendary set animation to "legendary".

    Nothing will stay unlocked until you start saving, here is a tutorial:

    https://www.scirra.com/tutorials/1461/how-to-use-the-localstorage-plugin

    I assure you saving will seem really wired and complicated at first but it is really simple once you get a feel for it.

    The data structure you will want to use to save variables is a dictionary.

  • Start by making a concept project where you set variables and set text from variables, then add some timer's. Use the Construct Manual, it's easy to read and understand and it will save you a lot of time vs waiting around on the forums.

    So start, then ask questions as they pop up. When it gets hard take a break but don't give up. Good Luck!

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  • I personally use this method, you will have to edit the string, but it's good practice and the tutorial is straight forward.

    https://www.scirra.com/tutorials/940/how-to-easily-capture-date-and-time-and-insert-them-in-a-project

  • My guess: In the bullet behavior properties menu, disable "set angle"

  • By touch I was referring to no use of a scrollbar or buttons, I suppose swiping is the specific term.

    I put together a good start:

    dropbox.com/s/4tsvcj1k7tdig3c/TouchScroll.c3p

    Now Downloading in the US. Debug preview causes C3 to automatically restart.

  • You should't duplicate a topic just because it didn't get answered. Scrolling can be dynamic to get right, your question needs to be more specific, are you looking for touch scrolling?

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EvasiveBits

Member since 26 Jan, 2017

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