rekjl's Recent Forum Activity

  • There are plenty of ways. How are you making it flip? Look there and you should be able to find the best way to make it work.

  • There is an option under system event, "add to variable".

  • I'm not too sure if I perfectly understand, but are you asking for methods on how to achieve what you mention? If yes, this is what I usually do.

    For case1, I would use a local variable. For example, after hitting the tile for the first time, check to see if the tile's local variable is 1. If it is, do your actions and set the tile's local variable from 1 to 0. So the next time it hits it, it won't run anymore. If you want it to run for the 1st and maybe the 5th or other number, use a sub event and put the conditions if local variable = 1 "or" 5.

    Case two, I usually do this as well. But if you want something to happen more frequently, instead of making 4 events for it, you could do it with just 2. Again just use the "or" event. Which = 1 "or" Which = 2 "or" Which = 3. For the last one, you could do that but if you are going to leave it empty, than there is no need to create the event there. If you have an event running that will reset it or your are not going to run that event again, you can just keep the two events and remove the rest.

  • Does the bullet always shoot left or right? Your bottom event looks kinda wrong cause it will trigger every 1 second.

    Also, I would suggest you try the bullet behavior for bullet and ammo types, it works more effectively I feel.

  • No worries, rexrainbow's plugins are super useful and if used effectively, it won't affect your performance much.

  • You can do this without the plugin, but that plugin makes it much easier and we tend to use it quite a lot.

    To do this without the plugin, you could use LERP.

    https://www.scirra.com/tutorials/378/creating-a-smooth-sliding-effect-with-lerp

  • Pathfinding is powerful but takes a lot out of the cpu. Are there any obstacles sprite a must maneuver around? If not, that it might be better to skip using Pathfinding and use the plugin by rexrainbow called moveto.

    http://c2rexplugins.weebly.com/rex_moveto.html

  • You could put all the tilemaps in and set them on default to invisible. Than using the events and actions, turn which ones you need visible.

  • One easy way would be to check the player's x position. For example: If player.x > 1000 player.x < 2000, with these two conditions, it will only trigger if the player is within 1001 to 1999.

    The easiest would actually be to use your cave tilemap as a collision detection. So if player is overlapping that tilemap, make sure to trigger once, set your fade. Than remember to do an invert as well to make sure it will revert back if it is no more overlapping, which means it is outside already.

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  • Yup I ended up doing that, had to do a few changes to my game but made sure everything loaded in the first layout, than manually reset all global variables one by one in the on start of layout event. My first page also displayed the percentage of levels completed, so to counter the time it takes to correctly display it, I added an animation of the numbers moving at random before showing the correct one after 1 second. Haha at least I think the player will not notice that it was there to cover up the slow loading.

  • rekjl

    I think he's using construct classic, not construct 2.

    other layouts.

    Really sorry, I just noticed it was in the Construct Classic section.

  • I seldom use facebook and skype. If you need help, just post here or make a new thread, there are many people here who are able to help you.

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rekjl

Member since 13 Oct, 2013

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