spacedoubt's Recent Forum Activity

  • Well, what is the sprite's angle variable for, if not to change the sprite's angle? is there an angle of motion involved? I'm not quite clear on what exactly you're trying to do.. maybe try changing the "set angle" on whatever you're using to make them move.

  • if projectile.count > X

    pick nth(0) instance ---------destroy

    that do it?

  • could you make the reflective side a separate sprite from the other 3 sides with on collision send laser to the next object?

  • see if this helps:

    scirra.com/tutorials/73/sup ... zes/page-2

    if not, maybe post a .capx and i'll take a look.

  • You just need to set your animation speed to 0.

  • I don't know if this helps, but If i disable your last event, the "for each node" one it pretty much solves the framerate problem.

    maybe try finding a way to only generate that text for each new node, instead of every node every time?

    or maybe the node could have animation frames each with the next number, and you could just up the frame each node?

    from the "Performance Tips" section of the manual:

    Change the size or text of a Text object every tick - even just for an animation or transition - will likely produce poor performance, especially on mobile devices. The problem is even worse if the text object is large. Text rendering is very fast as long as the object is not changing, but upon changing the object must do a relatively expensive redraw of the text and replacement of the cached texture. Try to use small Text objects that do not change regularly. If you must change text regularly, consider using a Sprite Font instead, which is fast even when it changes every tick.

  • try setting your TapUp to a negative number. Y values are smaller at the top and bigger at the bottom.. so I think you've basically got both buttons going down.

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  • I'm thinking you want the timer, like LittleStain said.. Try it! You'll like it!

    You can set it on the player. Timers have tags, so they work pretty easily.

    if players moving

    start the timer "wait"

    on timer "wait"

    scale!

  • What I did, and I think I got the result you're after, is I moved the spawn action above the bullet setting actions, and I made sure "set angle" was set to no..

  • Click "Add Event", then "System".. it's there.. if you're adding it to another condition, it's not showing up because it won't work that way...

  • You remind me of me.. I have a hard time leaving things simple.. as a result, I never finish anything.. (I also love turn-based anything.. I like to strategize!)

    I have folders and folders of huuuge game ideas. started on plenty. never finished any.

    A friend of mind has me working on a pretty simple card game. It looks like I'm actually gonna finish this one! Go figure..

    I'd say go back to your original idea. the simple platformer. At least for your first game. Meanwhile, you can build up your level design skills.

    Keep it simple. You can always add more meat once there's a skeleton to build on..

    best advice I've ever received: SIMPLIFY!!!

  • are you just needing to add "set flipped" and/or "set mirrored" when they change direction? or is it more complicated than that?

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spacedoubt

Member since 15 Jul, 2014

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