7Soul's Forum Posts

  • You don't NEED to do it, I just did it to keep my code clean, but you can add all colors by hand.

    On function "ColorChange"
        Parameter 0 = 0
            : Set effect "ReplaceColor1" parameter 4 to R1
            : Set effect "ReplaceColor1" parameter 5 to G1
            : Set effect "ReplaceColor1" parameter 6 to B1
        Parameter 0 = 1
            : Set effect "ReplaceColor1" parameter 4 to R2
            : Set effect "ReplaceColor1" parameter 5 to G2
            : Set effect "ReplaceColor1" parameter 6 to B2
    [/code:3rbapyly]
    Where parameter 0 is the "id" if the color, and R1B1G1 is the first color, R2B2G2 is the second color and so on
  • Thanks a lot.

    Now im "VIP" im going to try the family thing and let you know how was it

    Congrats!

  • She might also be able to pin all her high score elements to one of the elements by position. Then she could move the one element and the rest would move with it.

    Pure genious!

  • You're either failing to explain what you want or you can't see the obvious solution

    You can have an action for each condition inside the loop

    [attachment=0:31xg6ebe][/attachment:31xg6ebe]

  • Open the "Example: Lightning"

    Just make a layer, set the background to black, not transparent and "set own texture" to yes. Put a white circle with the "Destination Out" effect and voilà! To add more torches just create more white circles

  • Is touching "Green"
        Trigger Once
        : Do action 1
    Else
    Is touching "Red"
        Trigger Once
        : Do action 2
    [/code:1ztfbgi4](a space before means its a sub event, the : means its the action)
  • Yep, that's what Families are for. But seems like you're using the free version so you could use a layer where all these objects are, then you can show/hide the layer

  • Sprite is off screen
    [ul]
    	[li]Destroy[/code:3kjecbb3][/li]
    [/ul]Will work fine
    
    [code:3kjecbb3]Sprite.X < ViewportLeft - Sprite.width
    [ul]
    	[li]Destroy[/code:3kjecbb3][/li]
    [/ul]To only destroy a sprite once it left through the left
  • To limit the speed you can use the max() function.

    max(5 - (time * 0.01), 2)

    So now the minimum time is 2 seconds

    The condition Ubivis is talking about is "Compare two values", a system condition

    Then on one box you put enemies.count (click the enemy object > count) and on the other the max number of enemies

  • I don't see a problem with it, this should work fine:

    For "loop" from 0 to 100
        Condition A - Do stuff
        Condition B - Do stuff
        Condition C - Do stuff
    [/code:273ur41b]
  • Using the Replace Color effect, right? This is how I did it:

    [attachment=1:1sbl4uau][/attachment:1sbl4uau]

    I have the 3 Replace Color effects on it, one for each color, and the R,G,B Source is already set to the default colors of the sprite.

    I also have the palette values on a CSV table, that's the whole bold part of the event, getting the correct color from the CSV

    And this is the result:

    [attachment=0:1sbl4uau][/attachment:1sbl4uau]

  • Add "Pick Top/Bottom" condition, so when the arrow collides with both enemies, the event will only pick the top one (the one the player can see)

  • Too many objects, plus the overlapping condition will create a lot of lag. I can just recommend that you make the snow just a background effect, and remove the whole collision with the ground deal

  • Only error I can spot is that the For loop already adds 1 every time, so you don't need that "Add 1 to i"

    "i" is just the name of the loop, not a variable

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  • This example might be useful for you. It's a circular life bar example that I made and it shows how to increase/decrease it smoothly and it shows the % too