BluePhaze's Recent Forum Activity

  • Playing thread necromancer here.... I get this issue all the time currently. And more often today than on most days. And reloading the page most of the time results in losing what I posted. So now I usually copy and paste it into notepad then submit. Though there are times where it can take 5 or 6 attempts... which severly limits the amount of time it takes me to give answers on those topics I am trying to help on...

  • If you post a capx I can take a look for you.

  • Construct classic is a direct X game design environment which means you don't get browser based games or mobile games.

  • eltiburon Update the title of this thread and put [Solved] at the beginning of the title. That will help others find it.

  • Maybe even put a condition that says if NOT jumping. That way you don't even have to use a variable. May be simpler and cleaner that way. You just don't have as much control. A player will show as jumping up until they reach the apex of the jump at which point they will show as falling.

  • Set a variable on jump, and have a condition on your control events that left arrow, etc... only works when it is pressed and the variable = whatever. That way when you jump you set the variable to something that does not allow the arrows to work, then when you reach the apex of the jump (is falling) you set the variable back to something that allows them to move.

  • If the built in bounce isn't working (it should only work at a perfect 90 if you are moving in a straight line and hitting a 45 degree angled object) then you can test for on collision and then manually set the angle to +/- 90 degrees...

  • You have set the music to start on the start of layout, if you restart the layout it fires start of layout again. So you coded it to do exactly what it is doing. Ashley's solution should get you the rest of the way there.

  • You need to specify a for each condition so that it does it for each sprite instead of just picking one of them at random. Here is your events fixed to work the way you want them. Hope this helps:

    <img src="http://dl.dropboxusercontent.com/u/10285716/ConstructSampleScreenshots/ForEachTimerFix.png" border="0" />

  • You can also do like I am doing in one of my projects and have it pick a random spawn point each time as well. Using the Pick Random UID action and assigning it to a variable. Then when spawning your objects pass the variable in place of the spawning object.

    Not the same scenario, but it does use picking random objects by their UID, you can check this thread from a couple of days ago as it has multiple examples of behaviors for choosing random objects by UID:

    scirra.com/forum/targetting-specific-instances-of-objects_topic66316_page1.html

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  • The tutotials will get you familiar with the basics and then with those down, you can get creative using the building blocks. Painters still have to learn how to mix paint, draw the human body, etc... which most of them do, but then they take that and use it to make their own thing you know?

  • Make it so that when your character runs over a weapon, that the weapon gets pinned to the correct image point in their hand. Set the name of the weapon object or it's UID in an instance variable of the player. When you run over another weapon, unpin the object (grab it's name or UID from the instance variable), and pick up the new weapon, rinse, repeat...

    For a simple base for this you can check my wall jump tutorial where I have a section that enables the wall jump via picking up a powerup. You could use a similar setup for your weapons. The link is in my signature.

    Hope this helps...

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BluePhaze

Member since 20 Dec, 2012

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