rangerkazze's Recent Forum Activity

  • Hi, I'm using rex pin2imagepoint plugin to pin an object to another object that moving. rexrainbow.github.io/C2RexDoc/c2rexpluginsACE/behavior_rex_pin2imagepoint.html . Instead pin it to object that created using event, it pinned to the object properties outside the layout. can someone help me?

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  • Use a second variable that adds with score but resets to 0 when it hits 50 :)

    Thank you it worked :)

  • In my game I want to make my character encounter boss every multiple of 50 (score) global variable (50,100,150,200,etc). How do I translate this ?

    Tagged:

  • This is what I fixed:

    https://drive.google.com/open?id=1AS1xk_Ug9iJRA6rEU8oSGT8VZ_do6EE9

    Let me know if you have any question.

    thank you for your help.

  • You can create HP_bar as container of enemy.

    then you can set each HP of enemy to its HP bar

    the container is making an enemy on top of the enemy. I'm never using container before. Here is the capx if you need to look what is wrong with it drive.google.com/open

  • Hi i made this scrolling 2d space shooter and want to give each enemy their own hp.

    this is for the enemy spawner and hp bar. the hp bar originally have width 128. everytime I hit the enemy with hero_bullet, all of the enemy hp bar that reduced to half. Can someone help me ?

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  • I think your code is overcomplicated... :)

    Checks this file to see what I mean. Like savvito123 said, you only need to save the X position and use it to control the volume as usual.

    Hope this helps...

    Cheers!

    thank you, and thanks for you to savvito, it worked.

  • I tried to make custom slider for audio volume in my game. And when player exit game or change layout, the level of audio is saved in local storage and when player is start the game again the level of audio use the value of local storage. This is the custom slider tutorial that I used youtube.com/watch And here is my .capx for testing the audio drive.google.com/open

  • event 56 is a trigger and shouldn't be a sub-event. when the animation finishes the other conditions aren't true so it doesn't get to the sub-event.

    move event 56 out to the top level and it should work the way you want.

    since you are playing the default animation, that animation will start playing at the start of the layout (which may be why you moved it to be a sub-event). So, to stop the trigger from happening when you don't want it to, you can stop the animation at the "On start of layout"

    or add another condition to the trigger where you compare two values:

    system - Compare TimeScale = 0

    or use your Pause_Button variable as another condition to the animation finished trigger:

    system - pause_button = 1

    Thank you, It works when I stopped the animation at the first layout and moveout event 56 from subevent

  • I made my game pause using time scale 0 and I need to do wait event when the time scale 0. Can I use delta time to wait when the time scale 0 ? And if can, how to do it?

    This is the event when time scale 0. Basically a button animation. The top event is worked but the subevent is not worked. If I can use delta time when the time scale 0, I don't need to use the sub event (probably). resumeA=static image, resumeB=the animation

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  • Nevermind, I found it. Thank you plinkie for your help

  • Yes you are creating obj_platform but there is no logic to create obj_meteor so that is why it is not spawning.

    Ah I see. So now how I can pin the obj_meteor at obj_platform that spawn at random Y (between 224 and 448)

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rangerkazze

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