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  • Event: Your Upper Object -> Is overlapping another object -> Your Object below

    Action: Your Object below -> Toggle Boolean (true)

    -> Else: Toggle Boolean (false)

    Then take that Boolen as another condition to your touch event, so it only takes place when that boolean is true:

    Condition: Your Object below -> Is boolean instance variable set

    This condition will check if its true, if you want to check for false you have to invert that condition.

  • 5Type

    I've just finished an exemple .capx and I saw that you posted here, I was thinking to share it here and ask you to help me , I will try what you said but I will drop the .capx anyway since I've created it. Thanks

    https://www.dropbox.com/s/333t9d7ci94ro ... .capx?dl=0

    Here is a Link with implementation of what i told you:

    https://www.dropbox.com/s/7txijtvmezsr0 ... .capx?dl=0

  • anty21ro

    On the function call "Call Enemy_Air_Parts_Spawn" add an parameter and give it the value: Enemys_Air_test.UID

    This becomes your Parameter 0 to the function.

    So in your function On "Enemy_Air_Parts_Spawn" add the condition to pick that instance:

    Choose your Enemy_Air_Test Family/Object and "Pick by Unique ID" (in the 'misc' section).

    Your Unique ID is going to be the parameter you passed. You can access it by putting the value Function.Param(0).

  • Sure feel free to ask anything.

    Here is a quick example of what you can try:

    https://www.dropbox.com/s/rvwveqyeg9a5y ... .capx?dl=0

  • Actually its not that easy, your timer wont run when the game isn't active.

    Go ahead and store the current date in localstorage.

    Then compare the last stored date with current date.

    May need to decide, when the play for the day is over and to update the storage.

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  • Hi anty,

    this happens since you do not pick any specific instance when calling your function.

    You may try to hand over the Enemys_Air_test.UID as parameter and then pick the instance with that UID in the function.

  • Hi Krominicon,

    you have to be aware of your animationframes origin points.

    These points may make your animations jump if not positioned according to your images.

    Do you mean the collision polygon by "contact points"? Better use a separate hitbox for that, else it may jiggle when walk as well.

  • Hi Resslx,

    Do your games run in an app container or as a mobile website?

  • Hi Pigcrafter,

    you just answered your question by yourself

    Go ahead and spawn your objects offscreen and let them fall down (i.e. using the bullet behavior)

    and compare if they either hit the ground or went past a certain y coordinate.

    Simple start could be:

    Bullet Behavior

    • Angle 90 degrees
    • Active on start: true

    Every X Seconds:

    • Create Object (Food) at (random(0, WindowWidth) on Layer XYZ

    Food on collision with ground (or when y value = ground y):

    • destroy

    If you're fancy, add sine behavior as well.

    Hope that helped you somehow

    So basically you're the type of person who wants a 100% outcome for 0% invest.

    There are plenty of tutorials that will guide you to put your games on Google Play - if you're not happy with these or need more instructions, just open a thread and people will help you achieve your goal.

    Actually having third party stuff is pretty good. As it allows each company to focus on their own product and make things better all along.

  • Your Code should work.

    Get rid of the space:

    "1w"&random(1,3)

  • ArcadEd you set it to none and it worked?

    Big LOL for Ludei.

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5Type

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