caiorosisca's Recent Forum Activity

  • volume = abs(Player.X - LayoutWidth) / greenBox.width

    Grey is layout size(pretend it on my img).

    Blue is at the position where it ends, represented by LayoutWidth.

    using this formula when the player is at the left side of the greenbox (this is the region the player needs to be inside for the volume to fade) volume will be 1, and when at the right side volume will be 0.

    Note, volume will be 0 exactly at the end of the greenbox, where the blue line is. if the player moves further to the right volume will start going up again. so it's important that it is at the end of layout.

    http://imgur.com/jtUyw76

  • if you are setting the position manually, you need to also check if it's over a wall, after moving the boss, have another check for if the boss overlaps a wall, if so, either move it back or move it somewhere else.

  • volume = distance from player to end of layout / distance between player and end of layout to start fading.

    You can use an invisible object to control this distance and use it's width when calculating

  • The dashed rectangle represents the window size your game will be played on in case it's not set for fullscreen.

    Click anywhere on a layout, on the properties bar at the bottom there is Project Properties, click 'View' then you can find 'Window Size'.

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  • I'm not sure what you are having trouble with, why do you think of arrays? What would you store in it?

  • use a counter to know how long ago that key was released, if the player press it again before a limit time, it is a double press.

    something like

    var timer = 0

    var timerLimit = 0.3(seconds)

    on D key released set timer to timerLimit.

    every tick > subtract dt(deltatime) from timer.

    on D pressed if timer > 0 = seconds press (within limit)

    else

    first press

  • Go to the project properties tab, under Project Settings there is "First Layout", specify it in there.

  • The hits variable must be instance variables of the enemy.

    then you can have an event like

    Bullet on collision with another object(enemy) > Enemy , add to 'Hits' 1

    -(subevent) Enemy.hits >= 2 , Enemy > Destroy

    The collision event already picks the instance that has collided, so if you destroy the enemy inside that event, it will already destroy the right instance.

  • You can also pin all your images to the box and add the drag and drop behaviour to the box.

  • Check the capx.

    In your project change int(TextBox.Text) to your current number of lives left.

  • There's no way to be sure whats happening, it shouldn't be a problem with global variabels unless you reset them.

    Can you share a capx?

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caiorosisca

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