dop2000's Forum Posts

  • Have you tried uppercase() expression?

    SpriteFont set Text to uppercase("abcd")

  • brandonP

    The shadow itself is invisible. ShadowLight object has "Destination out" blend mode and the shadow works as a mask for FOV sprite. They both need to be on the same layer.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You can replace your text objects with SpriteFont.

  • Apply "Bulge" effect to all layers. Set radius=100, scale=10 or similar values.

  • You can do this with Canvas plugin

  • brandonP

    Check out this demo, I think it works pretty well:

    https://www.dropbox.com/s/4ocqw98aphmh3 ... .capx?dl=0

  • Your link was shortened, try posting it without the "https://www.dropbox.com" part

  • When adding or subtracting health, use clamp expression.

    Set health = clamp(health+1, 0, 100)

    Or if health can be greater than max, then use clamp() or min() in the formula where you calculate healthBar width.

    set healthBar width to clamp(health, 0, 100)

    or

    set healthBar width to (healthBar.ImageWidth*min(health,100)/100)

  • You can do this without families. Just move event #8 from under #6, to make it top-level event.

    Add a condition "RedBlock is NOT dragging".

    The only problem is that both overlapping redblocks will be destroyed. If you want to destroy only the dropped one, you can do something like this:

    Redblock on drag start -> Move to top of layer
    
    Redblock on Drop -> (all your other checks)
    
    Redblock is overlapping Redblock
    Redblock is NOT dragging
        Redblock pick top  -> Redblock destroy
    [/code:3l68wi0x]
  • Hey Jules, no worries!

    Glad I could help. Merry Christmas to you too!

  • You have "Wait 7 seconds" inside of "Every random() seconds" loop, this can cause all kinds of problems..

    You basically start lots of delayed "set bombSkill=0" actions. When you press Q the second time, some of those delayed actions may still be running, that's why your bombing stops early.

    Try not to use long running "Waits" for tasks like this, use Timer behavior instead.

    On Q pressed
    bombSkill=0
        Set bombSkill=1
        skillSpawn start Timer "StopBombing" for 7 seconds
    
    If bombSkill=1
        Every random(02, 04) seconds -> Spawn bombs
    
    skillSpawn On Timer "StopBombing"
       Set bombSkill=0
    [/code:2oce63v9]
  • It's hard to tell by just that screenshot, but shouldn't it be "EnemyRight set speed 900" in event #7?

    If event #6 works correctly, this means that the angle of motion of EnemyRight is 180 degrees. So setting positive value to speed should move it from right to left.

  • You can add all cards into an empty array, sort and then check if cards there are in order:

    Is it possible that these cards are played: 5-3-1-2-8?

    Should it be recognized as a 3-card run? If it should, then you'll probably need another event that loops through all elements in this array and counts the number of consecutive cards.

  • And if you don't actually need Physics, you can do this without any behaviors at all:

    https://www.dropbox.com/s/1mtx5omp7f314 ... .capx?dl=0

    It's based on R0J0hound's example from this post:

    spaceship-movement_t198897

    So all kudos to him!

  • The first example didn't work, because On Start of Layout the bullet is not even created yet, and of course hasn't traveled any distance.

    So the way you fixed that was absolutely correct.