BigFrank's Forum Posts

  • Hehehehe, now that's what I call a SPAWN!

    Edit: I just ran it in debug mode and at 0 spawnDelay there's up to 395 objects on screen

  • I've sent it to you by email. You should wait until the spawnDelay hits "0" - that's when it gets funny!

  • Hmm, I roughed out a capx for you but I don't seem to be able to upload a file on this forum. I probably need a higher rep or post count or something like that.

  • Set a Global variable n and instead of using

     "System-Every Random (5,10) seconds"[/code:30bx26nm]
    
    use
    
    [code:30bx26nm] "System-Every Random (n x 5, n x 10) seconds"[/code:30bx26nm]
    
    Then every time you change the Global variable your randomness changes accordingly.
    
    Hope I explained that correctly
  • Try this. It works for me.

  • I read a few of the "pause" tutorials on here but wasn't really happy with them. Here's what I did and it seems to work.

    I created an animated sprite containing two animations in it of 1 frame each and I called it "pauseButton". Animation one is called Pause and is the standard || Pause icon and animation two is called "Play" and is the standard triangular Play icon.

    The rest should be explained in this graphic:

    Clicking/touching Pause freezes everything but doesn't disable touch input. I've only tested it with the mouse but I have no reason to believe it won't work on a mobile device.

    In your particular case you could replace the touch event with a timer event.

  • Thank you for your reply. I tried that and even that made no difference, but I finally figured out my error by thoroughly inspecting the debug screen.

    When I had initially set the explosion spawn I did so on layer 0, not layer 1. I'm not yet used to typing a " to see the layer names droplist and I went with the default which was 0. It should have been 1 or "Main"

    Noob error. A moment of inattention leading to hours of frustration!

  • I have a bomb, an animated sprite, that falls onto my hero, another animated sprite. When the bomb hits the hero, an explosion (another animated sprite) happens. The explosion is on a layer of its own, above the main layer. Its z-order is clearly shown on the Z Order Bar, it is the more foreground object on the most foreground layer. Yet when I run the layout the explosion is always behind the hero. Is this a bug or is there a specific way to get Z Order to work like it's supposed to?

    I have read the Z Order page from top to bottom and there is nothing there that suggests this is anything but simple but this is driving me mad. Can somebody shed some light on this?

  • Hi Chris,

    Once again, thank you for the demo you put up for me - it's incredibly helpful. I try to dissect everything to help the little grey cells... so I hope you don't mind if I pick your brains on this? I have lack of experience, lack of understanding of the principles which I hope to redress

    Here's your code:

    Here are my questions:

    1. Line 1 is empty? Not sure if that's even an issue but I mention it because I noticed it. I don't seem to be able to produce an empty line, lol

    2. On line 2 you have "when bomber is NOT onscreen" without an event. I don't understand what that does but it prevented me from setting the bomber behaviour "Destroy Outside Layout". Removing your line allowed me to destroy outside layout (memory consumption).

    3. All of the object events below line 2 have a little green arrow. What does this denote? What is its purpose?

    I had a whole bunch more but have resolved them all by remembering to look at the behaviours attributed to objects before engaging mouth!

    I've programmed a bit in basic and javascript in my time but this is visually object-oriented, and it's not always possible to follow the path of code as displayed in Construct 2 without explanation.

    Thank you very much in advance for your replies!

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  • That is EXACTLY what I want to happen. Thank you so much! It is super cheesy and super brilliant!

    I can see that there are a whole bunch of concepts that I don't yet understand and as I dissect your work I will hopefully learn why my effort was a dismal failure

  • I'm just starting out and I'm getting there but I have hit a brick wall with this.

    I have a plane (enemy) flying across the screen every 3 seconds. His speed and angle are random as is where he pops out. His direction is always left to right. Because his speed is random you can sometimes have two planes on screen at the same time, but that is fine with me.

    I have achieved all of the above by reading/watching tutorials and forum posts. If I can't find an example of what I want to happen, I'm kind of lost. I am not at the stage where I can work without an example to go from. I thought my problem would be simple to solve, but in fact I can find no example of this type of action.

    What I am looking for is that this plane, at a given point (say, 300 pix from left edge) drops a bomb which then falls vertically towards the ground where my hero has to dodge it. I thought such an example would be simple to find but the nearest I have found is a mouse or touch action to spawn a bomb, which works, but my first problem is when I try to set a condition like when plane is 300 pix from X axis, spawn bomb nothing ever appears. This is confirmed when I run it in debug. Bomb is always (0).

    My second problem is that even when I use a mouse or touch action to spawn a bomb, my bomb appears but ALWAYS goes horizontally to the right, whatever bullet angle I set it to (0,90,180 or 270). It's a bomb, not a missile, I need it to fall.

    I'm clearly trying to run before I can walk, and I'm no programmer but Construct 2, which I have bought, says you don't have to be a programmer so I kind of hoped this wouldn't be the nightmare it seems to have become. Can somebody point me to a tutorial or example script which has a flying enemy dropping a single bomb and then disappearing?