calminthenight's Recent Forum Activity

  • I have had the most success with adding an invisible, but larger than the original, sprite over wall corners or thin walls. Basically anywhere where objects are getting stuck. Then assign that sprite object a high pathcost.

  • Change the 3rd figure in the lerp expression to adjust the speed, has to be between 0 and 1. Do this only for the attacking event not the retreating event. Keep in mind that depending on how slow you go, you might need to add more time to the henchman attack timer unless you want more than one attacking.

  • Well looks like InDWrekt beat me to it but here's another quick example of what you are looking for :)

    1drv.ms/u/s!AkmrWgxeuxlKhIdM6W_4dYEMSNvqSw

  • By default there are 22 different voices that can be used.

    You can use the speechsynthesis.VoiceURIAt() expression to get the names of the URI files. It is a 0 based index so put 0 or 1 or 5 etc in the brackets.

    Then in your speak text action, in the VOICE URI field, enter the name of the URI file inside the "". Your text will be spoken using this voice file.

    EDIT: Read too fast and didn't see the mobile part. Not sure what is available on mobile

  • construct.net/en/tutorials/search

    You can also search for any other tutorials that you would like.

    FYI this is the Construct 3 forum, you might get better responses in the C2 forum.

  • Are you saying that your viewport is not scaling to the aspect ratio you have chosen? What are your set width and set height actions for?

  • You can add the timer behaviour to any of your objects that are in the layout. Then in your events you can set the length of the timer, whether it repeats or not, and assign it a tag so you can reference that timer in other events. Then you can start and stop the timer with events.

    More info here on the timer: construct.net/en/make-games/manuals/construct-3/behavior-reference/timer

  • You can use a timer or other means to determine when they will spawn and then use a repeat loop to spawn a large number of enemies in a certain area.

    Example:

    On timer "wavespawn"

    sub event: Repeat 10 times - Create object "enemy" at X [random(viewportleft-100, viewportleft+100)], Y [random(viewportleft-100, viewportleft+100)]

    clone this sub event 3 more times and use viewport top, bottom and right.

  • There are a few ways depending on the complexity you want but one of the simplest ways is to use a variable called var_highscore and a variable called var_score.

    Your var_score is set during the game and updates based on whatever your game mechanics are and when the player dies you set the var_highscore using:

    On player death:

    var_score > var_highscore - Set var_highscore to var_score

  • Hi Danny,

    Happy to have a look at it for you. You can email me at calminthenight (at) gmail.com

  • Apologies I didn't see that. Also you need to enable sharing access on your link, it's currently restricted to request only

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  • Looks like you either need to include Event Sheet 1 in your Level Select event sheet or move the 'go to level 1' event into your level select menu event sheet

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calminthenight

Member since 28 Jan, 2018

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