else's Recent Forum Activity

  • I'd like to use the default 'crosshair' cursor, perfect for my game because it changes colour to remain visible against any backdrop, but I'd ideally like it to be two or three times as big. I guess I could use a custom cursor and try to write the colour-changing code myself but I was wondering if there was a quick way just to enlarge it?

  • Thanks very much - I think you're right, that's the only way I could find to do it.

  • Just that, really - is it possible to copy and paste a whole layout or event sheet from one project to another? I know it can be done with individual items.

    Thanks!

  • Ah, thanks so much! That looks perfect.

  • Ah, sorry, I meant the delay before they fire their next projectile, not the speed of the projectile.

    At the moment I have something like this:

    Enemy > Has line of sight

    System > Every Random(1,5) Seconds >>> Enemy > Fire Projectile

    The problem is that I can't seem to get each separate enemy instance to fire at a different random rate.

  • This one is kind of embarrassing because I'm certain I should be able to do it myself by now but I'm finding it difficult. All I want to do is set each instance of an enemy to fire when certain conditions are met (line of sight to player, is on-screen, is visible etc) at a randomly determined rate and have this rate change after each shot. Currently, it seems I can't do this without all instances firing at the same rate, even when I try setting that rate as an instance variable.

    Can anyone help or point me at a relevant tutorial?

    Many thanks in advance.

  • Thanks very much! That works perfectly.

  • I'm using the 'scroll to' screenshake, centred on the player, for a number of different events but it won't play when the player is at the bottom of the level (levels are mostly designed vertically). I understand that if I set scrolling to unbounded this would solve the problem but I don't really want to do that because when the player is at the base of the level, or against one of the sides, they need to see into the level, rather than be in the centre of the screen, for gameplay purposes.

    Is there a way I can toggle bounded/unbounded scrolling, or get the screenshake to work without unbounded scrolling?

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  • Thanks! That does the trick nicely.

  • I'm making a platformer and I have a switch which toggles between two worlds (yes, it's for Ludum Dare!), each of which has platforms in different positions. Currently, I have it set so that when the switch is toggled, the platforms from the old world turn invisible and their solid behaviour is disabled. This works fine to an extent - if you now try to jump on one, you can't - but if you are already standing on one then you don't fall down as I'd like. The platform vanishes but continues to hold you up. What can I do to fix this? I don't want to have separate layouts for the two worlds because that seems to cause a lot of problems with keeping many sprites global.

    Thanks in advance!

  • Ah! Thanks very much.

  • I have a number of pages (varying on each level) which will each contain a block of randomly generated text to read when you click on that page. I now have it so that the text generation works fine but I would really like to be able to store the text, once it has been generated, as an instance variable of that particular page, so that clicking on the same page will always bring up the same bit of text. However, it seems that I can't set the text box to display text that is held as an instance variable, only a global variable. Is there a way round this?

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else

Member since 9 Mar, 2013

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