Xionor's Recent Forum Activity

  • Oh yea, I forgot about that property of the containers!

    Thanks!

    I'll try that out.

  • Have you copied the global variables too and added the WebGL effect to the layer?

    It also gets a little more complicated than that as the event code in the example works by manipulating the "luminance" depending on how much in-game time has passed since the start of the game.

    As in, the effect begins the moment you start the game and ends in about 2 seconds.

    So if you want it to work as an effect you can trigger on a certain condition, you will need to make some changes.

    I think the example given is actually quite flexible and doesn't require much editing to turn it into a triggered effect, you just need to get an idea of the in-game time and how it works and know what you're doing, and adapt it to your needs and events.

    Just need to practice and toy around with it.

  • Just hardcode it into the game? Put a text object that shows a build number you've manually entered into the text object.

  • It's 7 events NOW. It might get more later.

    Also the creation happens many places and often, not just once. Including each one manually for each event is gonna make like 30% of my events the respawning of the same 7 objects.

    Maybe I could just make the 7 spawn with a function...

  • That appears so. But how do I make it spawn all 7 objects from the family?

    I tried "Repeat 7 times" but that only spawns 7 random objects from that family, not all.

  • Hi,

    I'm having a problem with creating a whole family of objects on the screen.

    I have 7 different particle sprays combined into 1 family in order to use all of them at the same time, as a bundle.

    I also have this trigger.

    When Object1 destroyed -> Object 1 spawn Family 'Particles'.

    But when it executes, it only spawns 1 of the objects in the Family, not all. How does one go around this?

  • It would be great if there was an in-built feature in Construct 2 to add a graphical timer object in a HH:MM:SS format, whether for countup or countdown.

    It's a core gameplay feature of very many games.

    The only way to do it now is either completely manually(which can be a bit confusing for us new ones) or using Plugins(which havent been updated in a while and can give errors with Construct 2 updates).

  • cesarzevil

    I found your problem. Your animation frames all had Colission Enabled and Bounce off Surfaces. In addition the ground below them was Solid.

    That means that every animation frame, being 5 times bigger than the original Bomb, bounced off of the Solid ground.

    Because the frames are so big they also suddenly overlap the whole bounce-off point and that messes up the math/reactions.

    The whole calculation basically messed up everything. Remove Colissions or Bounce off and you'll see it works fine : )

  • Anybody?

  • EDIT : See next post for Solution! : )

  • If I have understood correctly what you want to do, then using an IF is not complicated at all. Just put this in Construct.

    Condition:   Y < X ; Action:    Set Variable Y to Y + 1

    Condition:   Y > X ; Action:    Set Variable Y to Y - 1

    For the first one, while Y is smaller than X, it adds +1 to Y each time the event is checked.

    This event runs roughly 60 times per second, so it would mean Y would be changed by roughly 60 in the course of a second. Change +1/-1 to anything else to increase/reduce the speed of change.

    If you want to set it to another value immediately, just change

    Set Variable Y to Y + 1

    to

    Set Variable Y to <Value>

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  • Hi.

    Even if you set Time Scale to 0 for a Physics object, that object would still fall down.

    How would one effectively freeze time for a Physics object without using Immovable?

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Xionor

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