lionz's Recent Forum Activity

  • 5 years I thought as much :D well keep up the motivation, maybe you can make some good money from this on Steam or mobile at the end, good luck!

  • Looks nice, good luck with it. I hope it's not too big a scope so you don't finish it haha, it happens! Post in here when the beta testing begins :)

  • Bullets can move at a different angle to the angle of the object. You can check 'set angle' on the bullet object so it uses the object angle as the angle of motion. Then when you spawn the bullet you set angle to 90 for each (or it is 90 by default)

  • Looks fine to me, please share the new file :)

  • No I didn't say it was a bug, I said you can keep it as a global object or you can put it on a global layer. If the tiles are resetting then you must have events that are resetting it or you are looking at a different tilemap object.

  • You can make the object global but don't make it global and put it on a global layer, do one or the other. The tilemap shouldn't reset if you put in on a global layer. Even in the editor view you should see the tilemap in both layouts because the layer is global.

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  • You don't do that, it should be one application that supports both aspect ratios. More info here : construct.net/en/tutorials/supporting-multiple-screen-77

  • You probably saved it with a beta release and are back on a stable release. Update to the latest version or adjust your settings to check for beta releases.

  • You can list all the tweens as actions in order against a global variable condition, so first tween is gv=1, second tween settings are gv=2, with a trigger once condition.

    Then you say on tween ended, add 1 to gv.

  • Where you have the press key, you add another press key to the same event, it kind of attaches to it. What this means is that both must be true to run the action. You cannot do this with trigger events so 'key pressed' will not work but you can use 'key is down' so both keys must be down.

    Also probably worth to note while both keys are down it would keep running the actions so you might want to also add a trigger once condition to the same event and then it runs only once.

  • hi, you can try when player is overlapping sprite start a timer of X seconds. On timer completed, then fade and go to layout. if player is not overlapping sprite - stop/reset timer.

  • Ah I see. The game could benefit from a tutorial maybe just 2 images with mouse click and an arrow pointing to text 'FIRE!'

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lionz

Member since 5 Aug, 2013

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