Guizmus's Recent Forum Activity

  • Try to make the background just a little bigger if there is a gap.

    If you talk about the white blurry joint though, it's the background side not perfectly looping I think.

  • It will run the same in the logic, meaning the game will behave the same.

    CPU speaking, the later way is a little more intensive, making as many comparison as there are groups active. Plus, you would still need to have groups called like this somewhere, even if they are empty, just to activate and deactivate them. So don't go with this.

    The second way is usually to be used when a group behaves differently if another group is active.

  • You can also change the bullet behavior property to "Set angle" => "No", and the angle won't be set

    Here is a scrolling example I just did for another topic.

  • You should have event sheet like this :

    • a separate event sheet for your character, where every interactions he can have are configured
    • 1 event sheet per layout. In the layouts where you have the player, and need him to interact, include the event sheet "Player".

    Same would go for any other "multi layout module" you could make, like a loading screen, a save system, a custum control system, ...

  • Here is an example from your demo.

    I made some changes in the event to simplify it. I commented the changes in events, and mostly moved the scroll manualy done with a bullet behavior.

    The problem was the width of 1500 of the background, as you waited until it was completly out of the layout to move it forward.

  • The CSS of the Attachment system is not right in preview mode. Background color is missing it seems.

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  • Use the built-in save function, In the system object, there is a save function. Here is the tutorial.

    Edit :

    And now an example.

  • A simple solution would be to add a loading screen, on a front layer set to white and background visible, in each layout.

    In a separate event sheet, store the global sound level in a variable and then set it to -80dB to cut the sound.

    Add in this event sheet a function "EndLoading", that will restore the sound level, and hide the front white layer (or image you put in)

    Include this sheet in every principal event sheet of your layouts, and add a call to the function "EndLoading" once you handled the change of layout on Load of a savestate.

  • And here is a capx example of a shop working like you wanted. It's commented too

  • PSI

    Here is an example. There is an heath regeneration of 1/sec, and you have buttons to add an substract heath. Events should help you see how to use this instructions.

  • Your problem is your last event, as every enemy is under the same "random" condition. You should instead use a Reloading boolean + a Wait(random).

    Look at this example I made :[attachment=0:1zs1208c][/attachment:1zs1208c]

    You can toggle Line of Sight on enemies by clicking on them, as I didn't want to do the full game ^^

  • Ok, let me try to describe what I understood, tell me if I'm right.

    You want :

    • if a yellow ball hits a yellow ball, both balls are destroyed
    • if a red ball hits a red ball, both balls are destroyed
    • if a red ball pushes a yellow ball, and if that makes the yellow balls touch, nothing is destroyed
    • if a yellow ball pushes a red ball, and if that makes the red balls touch, nothing is destroyed

    Am I right ?

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Guizmus

Member since 26 Mar, 2013

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