Kyu's Recent Forum Activity

  • You can set a variable alive=true at your player, or if you have already a health variable to your player then you have to use it to all the buttons.

    So, lets say you have a fire_button, you can add another condition if players health its equal or greaten that 1 then shoot. Do it with all the buttons.

    I do not find it, I need that when the player loses, the trigger button is deactivated, because when pressing A, the trigger animation is activated, interrupting the death animation.

  • Hi Everyone.

    It's me again, I'm polishing my game that I'm developing, but I've found a problem that I have not been able to solve.

    During a game, the player at the time of losing has an animation sequence before it is destroyed and for then go to the Game Over screen.

    I Used the "Start Ignoring" condition (corresponding to the "8 Direction" behavior), when I pressed the control pad (or some input directional) it does not move, however when pressing a button during the animation sequence, it is interrupted and shoot.

    Is there any way to disable the buttons (so that during the "game over sequence" is not interrupted)?.

    Thanks.

  • I made an addon to solve this problem, check it out here.

    The addon can create animated backgrounds, and recently, I added a Construct 3 version.

    Thank you!!

    Your plugin is very good!!.

    I tested it and I bought it. :D

  • Hi Everyone!!

    Watching a tutorial from the Kyatric user, about Parallax Scrolling Background:

    My case is that I want to make a similar background but using two layers, which boths movements of parallax is different when moving.

    Image Editor

    https://www.dropbox.com/s/to22dxzhcwov0x6/help2.png?dl=0[/img]

    Image Event

    https://www.dropbox.com/s/777xgjzlqdzor2f/help1.png?dl=0[/img]

    However, when the event is performed, the background animation does not occur.

    I need help, please!

    PD: This is not a gameplay screeen , is a sequence (Credits Screen).

    Cheers

  • You have a global variable Score_Soldier containing high score for this character, right?

    And a Text object (or maybe a SpriteFont, doesn't matter) on your High Scores layout to display this score, let's say it's called Score_Soldier_Text.

    All you need to do in your event sheet is this:

    Score_Soldier_Text -> Set Text -> Score_Soldier

    It's no different to that timer countdown you did a couple of weeks ago.

    Repeat the process for the remaining 3 scores.

    Thank you once again for answering, I was proving what you say for the soldier's score, but nothing happens and I have tried with other actions, but it does not save any score.

    My Event High Score

    https://www.dropbox.com/s/z9uvwjsgwf28bnk/help_11.PNG?dl=0

    I thank you for your help.

  • Hi Bruno

    I prefer not to share the capx, so sorry.

    However, I explain what I need, within the game you can select 4 different character which each has its global variable in the points and when the game ends (after the game over), I want to create a high score screen, showing the scores of each character.

    However I have reviewed tutorials and tried to replicate, this function.

    The score is based on a bitmap font that I created myself.

    I hope a solution is possible, since I have occupied an array for this purpose, but nothing happens.

    Thanks

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  • Thank you very much once more in answering dop2000, I have searched the tutorials within the forum and in none of the cases, it has not worked for me, I am trying to try a character to replicate it with the others.

    Event Sheet In Game & High Score

    https://www.dropbox.com/s/i3vawh7g740t3at/help_10.PNG?dl=0

    I hope to understand how this function works.

    Thank!

  • Hi Everyone!

    While I am developing this game, I wanted to make a High Score Screen, which at the time of losing is the best score per character, however each screen (see image) is different Layout.

    See Images

    https://www.dropbox.com/s/ce0cbykzv8xt9fr/help_9.png?dl=0

    I need help to finish this part and pass the final project process, please.

    Thanks

    Cheers!!!

  • Wait, why does the first line say "Time_Fonts -> Subtract from time_font"? It should be "System->Subtract from time_font".

    This means you have two time_font variables - one global variable and one instance variable on Time_Fonts object.

    Every 1 second you are changing the instance variable, but you set your text to the global variable (which doesn't change).

    You need to decide which one you want to use and delete the other one.

    Thank You very Much!! It worked your help!!

    I decided to delete the instance and hold with the global variable, thank you very much.

  • Not to "time_font", to time_font without the quotation marks!

    Thank you for your response, but still, time does not countdown.

    https://www.dropbox.com/s/bna8sgo6770w2lq/help_8.PNG?dl=0

  • So you set your spritefont text to "300" on start of your layout, but where is the event that updates it every second?

    You update your variable, but not the spritefont object.

    You need to add "Time_Fonts Set text to time_font" into the "Every 1 second" event.

    Ok, I was able to add this new action within the condition.

    https://www.dropbox.com/s/nnig7uss46qhrfs/help_6.PNG?dl=0

    But the counter is deleted in the HUD.

    https://www.dropbox.com/s/gv1tsa94828wc89/help_7.PNG?dl=0

  • Are you sure the problem is with the spritefont and not somewhere else in your code?

    Does it work if you use a text object instead of the spritefont?

    Is your Time_Countdown group always enabled?

    Start your game in Debug mode (ctrl-F4) and check time_font variable - if it's decreasing every second.

    Hi!!

    Thanks for answering!!

    https://www.dropbox.com/s/p4pem1dz2rhvb6a/help_5.PNG?dl=0

    You're right inside the system it works, but how do I then visually lower the counter?

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Kyu

Member since 25 Aug, 2013

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