ArcadEd's Forum Posts

  • One way I can think of is having an invisible sprite that each object will pass on each rotation. Then when you create your objects, they have instance variable like rotationTime. Give it a random number after you create the object int(random(2,6)).

    Then each time the object collides with the invisible sprite first subtract 1 from rotationTime. Then check to see if it's 0, if it is, reverse the rotation and give rotationTime a new random number.

  • You can put the repeat statement in a function, then just call the function when you want the spawn to happen (like on start of layout).

  • Give them both the pin behavior.

    When you control X, pin y to x and unpin X from y

    When you control Y, pin x to y and unpin y from x

    Will that work for what you are trying to do?

  • Create a timer that when is above a certain number allows you to punch.

    For example

    Variable punchTimer = 0

    Every Tick Add DT to punchTimer

    If punchTimer >= 4 and Button to Punch is pressed then

    Punch

    set punchTimer = 0

    Hope that makes sense.

  • The beginner tutorial on building a platform game is a great place to start. https://www.scirra.com/tutorials/253/how-to-make-a-platform-game

  • Looks like he is using physics.

  • You are welcome. My example might answer that question for you.

  • I made a rough example. Hope it helps.

    https://www.dropbox.com/s/hdpa33idvslenfa/function.capx

  • Well since you are passing the orbit value into the function as a parameter, it takes the value at the time of calling the function. Changing the value of orbit inside the function won't effect the value that was used when it was called. Does that make sense?

  • Since the event sheet works top to bottom, when it gets to the second event, it's also true since the first event set orbit to 1.

    I would create a function and call it when the collision happens. Pass it a parameter of orbit. Then in the function, check the param if it's 1 set orbit to 0 and vice versa.   I hope that makes sense, if not I can try to explain it a bit better.

  • Weird, I don't know why the sound wouldn't work unless it's some kind of bug with C2 and Firefox. I didn't do anything out of the norm with sound.

  • Every Tick you can set the position of the Shoe to mouse.x and mouse.y

    Or when you click, have the shoe come down at Mouse.X and Mouse.Y.

    Mouse.X and Mouse.y is the position of your mouse pointer.

  • For the magnet. Note, I use the MoveTo plugin.

    1. On Collision with Magnet Sprite

         Activate Magnet Group

         Start Magnet Timer

    2. Magnet Group.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/59e1dfda-ec23-4e69-9356-2069be5d3ffb/2013-11-04_2057.png" border="0" />

    3. When timer is finished, deactivate Magnet group.

  • Thank you, yeah balance is going to be key. It's an endless runner that basically has 5 stages the transition through.

    I can post an example of the magnet here in a few minutes.

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  • I would love to get some feedback on balance. Anything that pops to mind. Speed it up faster, more objects, etc.

    Thanks.