brunopalermo's Recent Forum Activity

  • Arrays and dictionaries will work fine with any amount of text. Also, using text instead of images makes the whole thing smaller and is easier to use or update.

  • Let me know if you need help figuring it out...

  • I'd use an array or multiple dictionaries.

    Here's an example with an array.

    [attachment=0:c3osa6u4][/attachment:c3osa6u4]

  • Hey awesmeraphi!

    I played a bit with your file and changed a lot of things so I'll not explain every bit. Just take a look at this .capx and let me know if this was what you were trying to achieve.

    [attachment=0:3kbfnt19][/attachment:3kbfnt19]

    (use the arrows to move and the space to shoot)

    If you have any questions, just let me know...

    I'd have some other suggestions regarding the behavior itself. For instance, instead of decreasing HP every 2 seconds by 100, I'd decrease it more frequently, in tinier portions. Also, I'd lose the decceleration thing, it is very annoying. Just put the decceleration higher than the acceleration and let the char make sharper turns and stops.

    Cheers!

  • Got the very same problem here. Some short sounds just sound weird when played in my game. Only happens to VERY SHORT sounds, like button click sounds.

    In my case, they only get distorted when playing in the phone (Windows Phone, Lumia 1020), but play normally when I preview in browser. The weird thing is the sounds play normal when I upload them to the phone itself and play them as audio file.

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  • You can make the tile snap to the nearest 32x32 coordinate. I made a quick example below:

    [attachment=0:1yjm6vry][/attachment:1yjm6vry]

    (you can use tab to show or hide info on the tiles position)

    Is that what you wanted?

  • For the delayed death, use a timer. Just add the Timer behavior to your player and set an OnTimer trigger to kill it. Then you just put it wherever you want (be it the beggining of the level or the place where it died.

  • Do you want to spawn them absolutely anywhere in the labyrinth or a list of spawn points would do?

    How are you creating your labyrinth? Is it tile-based? If it is, you can just select a random floor tile and spawn the treasure at its position.

    If you give us a bit more information to work with or a capx, it would help to find the best solution.

  • In a equilateral triangle, the radius of a circle passing through all it's vertices is the distance between any vertex and the center, That's the radius variable I added to the ball in my example.

  • You can make the center dynamic,

  • Try this...

    [attachment=0:2rzgej6j][/attachment:2rzgej6j]

  • You're using Touch 0 and Touch 1. These are index numbers of the first and second SIMULTANEOUS touches.

    Just set it to any touch end and add another condition that says is Touching Sprite6 or Sprite7.

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brunopalermo

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