Chris PlaysOldGames's Forum Posts

  • paint.net or good ole MS Paint

  • Start by making your title more specific... your question should have been your title.

    I am assuming your level is larger than your camera view and you want the HUD to stay with player as he moves around?

    "The HUD always stays the same place on the screen. If we have some interface objects, we don't want them to scroll away as the player walks around - they should stay on the screen. By default, layers scroll. To keep them on the screen, we can use the layer Parallax setting. Parallax allows different layers to scroll at different rates for a sort of semi-3D effect. If we set the parallax to zero, though, the layer won't scroll at all - ideal for a HUD."

    from: https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2/page-7

  • Vague questions get snowballed answers . XD

  • I think you can put the objects into a container and it will only pick the family member is the container that is hit.. its an easy way to "pick" instances.. read manual on containers.

  • You could always hack it.. make an invisible sprite the size of the screen (make it follow camera if scene is large) and use Is-overlapping sprite to condition out ones that are off-scene.. there are more legit ways to do this but I like hacks.

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  • you did say "field"

    You do text boxes the same way.. under Size & Position in the TextBox actions is a set text box size action.

  • Your saying if one instance is large and explodes and another smaller instance is hit and explodes then the first instances explosion is set to the scale of the latter?

    This sounds like a "picking" issue.

    Make sure you condition out old sprite1 that are already exploding...

    maybe use an instance variable isExploding=0 then set to isExploding=1 at start of exploding animation, then use isExploding=0 to condition out old ones when creating new explosions...

  • Glad you solved your issue. Let me point out why it was happening which might help you with other Construct2 instance handling.

    Construct2 relies on instances (objects of the same type) being "picked" by conditions so it knows exactly which object you want manipulated.

    If you don't let it know which object to pick it will pick all that apply and you will get "fish schooling" behavior.

    I highly recommend searching for object picking in the Construct2 manual, very handy info.

    Each time you told your car to change colors it changed them all since they are all car_to_choose_2.

    Your fix method worked because it basically turned off all but new instances.

    Another method would be make an instance variable in car_to_choose_2 called something like colorChoosen=0 and then when it is colored change it to 1 (colorChoosen=1) and condition to colorChoosen=0 (or not (X) colorChoosen=1) in your color change event.

    [Condition On created car_to_change_2 colorChoosen=0]

    action - car_to_choose_2 set frame random(0,3)

    action - colorChoosen=1

  • You will need an instance variable in the sprite1 for CurrentSize=0, then set this variable to the scale of sprite1 when it is hit.

    Then all you need to do in your explosion spawn event is set the explosion size to CurrentSize... but make sure you haven't destroyed Sprite1 since your using an instance variable... just make sprite1 invisible while explosion happens and then destroy both sprite1 and explosion at same time... or use a global variable.. but if you have lots of sprite1-# you would need as many global variables if two would ever be destroyed at one time...

  • One method of tightening would involve using instance IDS (UID) numbers instead, grabbing it when the bullet is spawned and then using that ID directly when setting direction... but this is probably overkill in your project.

  • It might help to read the manual for "picking" instances [https://www.scirra.com/manual/75/how-events-work].

    Also search the tutorials and forums for "picking".

    As your code stands the bullet objects all go right when X is mirrored because nothing is picking which instances of the bullets.

    One way would be to give your bullet an instance variable of JustSpawned=0, have your code condition JustSpawned=0 when deciding its direction and change it to JustSpawned=1 once it has its direction assignment... this way old bullets will ignore direction changes and changes will happen so quick duplicates shouldn't occur.. but if they did you would need to tighten the "picking" conditions more.

  • action: set font size...

  • You would use "Score: "&Score&"/30" to make it look like Score: 12/30.

    Your conditions would be just what you put in 2. System condition to check value of score, if =<19 set text to "Fair/"&Score&"/30", if <30 but =>20 (two conditions) set text to "Good/"&Score&"/30" and if =30 set text to "Perfect/"&Score&"/30"

  • https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2

    Everything you need to know to get started. THE place to begin Construct2.

  • Search the forum, tutorials, and especially the Manual for "instance picking". You have to pick the instance you want to interact with in the conditions portion of your events.