ErvinGamez's Recent Forum Activity

  • You have an invisible event that changes the layout to "Explain".

    Remove this and it will work.

  • You should probably check out the manual of Construct 2 for help. This is a very simple task. I'll explain it as best as I can.

    Right-click, create new object.

    Select the Text object.

    Go to your eventsheet.

    Create a new event and double click System.

    Double click "Every Tick"

    Create an action for Every Tick.

    Double click the text.

    Double click "Set Text"

    Write in:

    [quote:s7cp4bom]"Coins: " & [VARIABLENAME]

    Basically, this sets the text to the word Coins: with the number of the coins you have every tick.

    You're welcome!

  • So, I'm making a simple "engine" for a simple game that I'm making. Basically, I have 4 players, all of which you control. I'm only working on the scrolling first, so it's very basic. So, the general idea is that whenever I click, a variable increases by one. That variable is called "PlayerVar" and it is a number. Every tick, another variable is updated to ""Player" & PlayerVar", that variable is called "Player". There's another every tick event that scrolls to "Player & "Y"" and "Player & "X". In theory, this should scroll to the player that's selected, if you know what I mean, but instead, it scrolls to a white background, and never scrolls to the next Player.

  • madpoet Yes it wouldn't be a problem to create a unity3d host. A unity3d plugin script would have to send the same "keywords" as the Construct2 plugin, and listen for the same "keywords" as the plugin does. But the implementation would pretty much the same as in the Construct 2 CrowdGaming-plugin. Using a mix between Construct2 Controllers and Unity for main game should work just fine.

    ErvinGamez Thank you! let me flick that question right back at you, what would you consider a fair and "payable" price?

    Haha, I wouldn't know, I'm not very good with money

    I'd say 5 dollars or more. You should make a poll for it

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  • Woah! This is awesome! Can't wait to play around with it. Any idea on how much it will cost?

  • one way

    Hey!

    That worked! I changed the code a little, but other than that it works perfectly.

  • Okay, here's my scenario:

    I have a spawner that spawns some enemies, and when the enemies spawn, they begin to shoot at you. But, when one enemy shoots, all of the other clones shoot with it. I have it set up to a "Every random(2,4) seconds command, but it spawns the bullets in 2 to 4 seconds on all of the enemies, and not in one. How do I overcome this problem?

  • Thanks guys, I'll try them all out later.

  • >

    > > Hey, you simply use the platform behaviour combined with a solid behaviour. Check part 4 of my videos: Your idea of moving them apart is a bad idea.

    > >

    >

    > It *kind of* works. It's just that sometimes they teleport around for some reason.

    >

    Try the condition: Overlapping by offset (5,5). This might fix the teleport problem. Let me know if it did! Or disable the Platform behaviour as soon as it detects a collision. I think that's actually the better solution for what you need.

    Yeah, it didn't work

    I'll just use one enemy but give it a higher rate of fire.

  • Hey, you simply use the platform behaviour combined with a solid behaviour. Check part 4 of my videos: Your idea of moving them apart is a bad idea.

    It *kind of* works. It's just that sometimes they teleport around for some reason.

  • So using the above you could add actions to either one of the enemies in the collision, preventing the overlap.

    sending one of them temporarily in a different direction would do the trick, or increasing/decreasing the speed of one.

    It depends on what you would like to happen.

    How about this:

    It doesn't work but I think it's a start.

  • System -> Pick nth Instance

    If 2 instances collide, picking instance 0 will pick the first instance and instance 1 will pick the 2nd instance

    ON collision Enemy with Enemy

    Pick instance 0 ... do whatever

    Pick instance 1 .. do whatever

    That's a start, but by colliding, I mean they can't go into eachother. Check the picture.

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ErvinGamez

Member since 19 Jul, 2014

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