andreluizgollo's Recent Forum Activity

  • tarek2 Sure I got! Thanks anyway, tho. :)

    and AllanR Thanks for the sample, guys. I'm gonna take a look into them, but maybe they're a bit too advanced for me, since I'm just starting on Construct. Sure I'll learn something, tho. :)

  • Here tarek2, I mada an image to explain better. I want the text+coin to always be on the center of the layout, like the image on the bottom. I drawed some blue squares to show how it's not centered.

  • Hi tarek2. The second picture is not actually centered, you can see that there's a lot of space to the left of the coin, and not so much to the right of the numbers. Get it?

  • Hey guys!

    How can I center 2 objects together when the game is running? I have a number of coins displayed on the first layout of the game, the main menu, but I want it centered, like this:

    How can I configure this so when the player gets lots of coins it doesn't look like this:

    Thannnks!

  • Dude, that worked perfectly! Thank you very much! :)

  • Hey there , thanks for the tips man. I will try this out and post here if I'm succesfull. :)

  • Hey guys! Another day, another doubt :)

    A few days ago a topic I posted here helped me spawn some powerups on my game. Everything worked just fine! But today I implemented another spawn and things went a little weird. I'm gonna show my event sheet and then explain my problem.

    So, as you can see, everytime the "pillar_up" is created, it chooses a number between 1 and 9 and set it on the "spawn_selector" variable. After that, depending on the number selected, something will spawn on the pillar. If it chooses 1, it'll spawn the Bigger Gaps powerup, if it chooses 2, the God Mode powerup, 3 the Slow Time powerup, and any other value (greater or equal to 4) it should spawn the coin. But... sometimes nothing spawns at all. Even though every pillar should have something spawned, sometimes the character passes through like 5 pillars with nothing spawned.

    Any thoughts? :)

    P.S: the game is a side scroller (a flappy bird like game).

  • here is one way of doing that Timer = 0 I'm not sure if this is what you looking for

    https://www.dropbox.com/s/qe14e79f72wnmxp/Timers%20PowerUp2.capx?dl=0

    tarek2 Perfect again, dude! Thanks a lot!

    sizcoz Thanks to you too :)

  • tarek2 Yeeeesss! I did it! It is working, even though I don't quite understand what is going on hahahahaha. But yeah, I was really missing that line. Do you know if there is any way that the timer display the whole numbers with ".0"? Like... right now it goes 4.2 > 4.1 > 4 > 3.9... It kinda bothers me xD

    Anyway, big thanks again dude, you're the best

  • andreluizgollo

    I'm not sure if I understood correctly but is something like this what are you trying to do?

    I use Timers

    https://www.dropbox.com/s/v0gk35eq578h8cf/Timers%20PowerUp.capx?dl=0

    Hey there tarek2! This is exactly what I need! But still I didn't manage to make it work. *inserts face palm*

    I'm gonna show you my event sheet and what I'm trying to do.

    And this is what happens in game:

    But the timer stays on 5! It doesn't change.

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  • Hi , glad to see you again answering my doubts xD

    I don't think I followed. The only boolean in the events is "biggergaps_on" which is set to true when the character collides with the powerup and false when the powerup effect ends (this is all configured in other group, not showing in the screenshot I posted). I'm only checking it on the events I posted to differentiate the countdown timer when the player picks the powerup for the first time from when the player already has the powerup.

  • Oh but "biggergaps_timer" is a number variable. Should I use the timer behavior instead?

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andreluizgollo

Member since 10 Dec, 2018

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