mindfaQ's Recent Forum Activity

  • Where do you try to type them (which dialog) and what do you exactly type.

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  • : nope, because "every x seconds" uses the global time. every x seconds will trigger on (multiples of x) seconds game time (it doesn't start counting from 0 when you press c so to say)

  • s000.tinyupload.com/index.php

    fade + timer

  • just type them...

  • add system: trigger once while true as condition and it will only activate once

  • use the timer behavior instead of every 9 seconds

    start a regular timer when you set the angle -30

    then on the timer you add to the charge as long as charge <3 and c is down

    : not really

  • Soo.. where is the problem? You've got everything you need already in your text. Just use the numbers as conditions to determine which symbol you wanna display.

    a condition could look like

    totalscore greater or equal 4000: create rank s

    totalscore greater or equal 3000 AND totalscore less than 4000: create rank a

    or a shorter solution:

    When you display the score layout:

    create rank (sprite with c, b, etc in frames 1, 2, ..., 0 is empty)

    set totalscore = score*numberitems/healthlost

    set localvar = floor(totalscore/1000)

    • localvar > 4 : set rank frame number = 4
    • else: set rank frame number = localvar

    or if you wanna use animations:

    • localvar > 4 : set rank animation = "a4"
    • else: set rank animation = "a"&str(localvar)
  • I thought I was understanding what he was trying to achieve, but I evidently didn't. I thought that the sprites were going to be ordered in the Z axis according to their Y position in the layout.

    sorting by Y takes the origin point of the tree/player. As soon as the Y of the origin point of the player is lower than the origin point of the tree, the player is put behind the tree.

    But instead, the result is that when the player sprite is over the lower part of the tree sprites, he is in front of them and when he is in the upper part he gets behind them

    You should look again, as soon as the foot of the player sprite passes the foot of the tree, it is sent to the front/back of the tree, depending if the Y is lower or higher. There is no leeway like you claim.

  • Replace means spawn a random sprite? Then use a family for the sprites that are allowed to spawn there and then just a normal system create object your family.

  • this is working:

    <img src="http://666kb.com/i/ciqzzpim8l17alrlo.png" border="0" />

    this is not working:

    <img src="http://666kb.com/i/ciqzzxa9ip0mklzwc.png" border="0" />

    as you can see, the only difference is that for the working version I assigned values to a local variable before using them in a system value comparison. I think this has something to do with how loops work in Construct 2, but it would be nice to understandwhy this is happening to prevent further confusion.

    Maybe someone can help, thank ^^.

  • Leave that "else: destroy checkbox_true" away. Since you don't spawn one nor even pick one in the event, this will randomly destroy a instance of this. Meaning if you have one option enabled and the other disabled, you will see both as disabled.

    If problems stay, try pick checkbox by UID instead of comparing values, maybe comparing works weird for picking instances out of the blue.

  • making them solid would at least prevent them to overlap. Not really sure about formations - experimenting with the distance expression, collision with camp or waypoints could work.

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mindfaQ

Member since 12 Oct, 2013

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