WixeyPixels's Recent Forum Activity

  • Thanks plinkie,

    Unfortunately I don't know how to update the hi-score variable (am still very new to this).

  • Hi plinkie,

    I expect you're right but having gone through the events can't work out what's triggering the loop. I've attached a screenshot.

  • Hi,

    I'm making a game where I want the enemy characters to do a short animation when the player gets a new high score before resetting to their default animations. It almost works except the enemies play the "high score" animation in an endless loop on getting a high score. I'm using "on animation finished > set animation" which has worked before. What am I doing wrong?

  • Many thanks plinkie. :)

  • Hi plinkie,

    Many thanks, it's working now. I didn't copy all of the events over to the correct event sheet.

    Is there a way to reset the high score back to 0?

  • Hi,

    I recently learned how to save + display high scores (still very new to Construct 3), but can only get it to display correctly in-game and not on the title screen, which is where I wanted to put it. The "High Score" text appears, but no number is displayed. How can I fix this?

  • Hi,

    When I try to open my game on Chrome I get the following message:

    What does this mean, and what can I do to fix it? Also, do I need Java installed to play HTML5 games?

    Tagged:

  • There is Touch.X and Touch.Y

    you could set a global variable called something like aim or target and update it every tick with

    if mouse mode aim = angle(gun.X,gun.Y,Mouse.X,Mouse.Y)

    if touch mode aim = angle(gun.X,gun.Y,Touch.X,Touch.Y)

    Then fire in that direction ( aim )

    I've been trying to implement this but can't get it to work. Could someone please post a screenshot or similar so I can see how this should look on an event sheet?

  • Thanks. Another issue I'm having is that although the "set angle to Touch.X/Y" works, the player sprite always snaps back to its initial angle once I let go of the mouse button/touch pad. Is there a way to keep it in the angle it was at before the mouse/touch input was removed?

    [EDIT]: Never mind, I added the "Is in Touch" event and it's no longer snapping back to the original position.

  • Thanks for the info WackyToaster. Holding down does allow me to change the position, but the touch controls are still much less precise compared to the mouse. I found using "Is in touch" speeds bullets up a lot, but spawns far too many in one go. Is there a way to reduce this number?

    Also for some reason when I'm using touch controls the player sprite is positioned at an odd semi-upside-down angle - is there a way to fix this?

  • Thanks BadMario. I've tried Touch.X and Touch.Y but when using these the player sprite no longer rotates to follow the cursor (presumably because there isn't one with touch control), and shooting enemies becomes impossible because I can only shoot from one angle. Am I missing something?

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  • Thanks for the advice, BadMario.

    I'm wondering if it would be easier to only use touch controls, but am having trouble replicating the "Set angle towards Mouse.X and Mouse.Y" for touch controls. Is there an equivalent?

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WixeyPixels

Member since 9 Jul, 2019

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