dop2000's Forum Posts

  • JMTook, How did you make your walls? Are they sprites or a tilemap?

    Do you have different objects for metal and rock walls, or are they instances of the same object?

    It would be much easier if you share the capx.

  • , there are 4 pages in this post. Which comment are you referring to? What exactly are you trying to do?

    Please also share your capx or a screenshot of your code.

  • luckyrawatlucky, no, he needs to play two animations at the same time.

    One hand blocks with the shield, another hand attacks with the axe - both at the same time!

  • Add "Key is down", then right click on this condition and select "Invert"

  • You don't need to calculate the shots, just use Bullet behavior with gravity.

    The hardest task would be removing parts of the terrain after explosions and figuring out how to move tanks on the changed terrain.

  • Hey MPPlantOfficial

    At first I though "how hard can it be? Just pin links to each other!"

    Turned out - quite hard <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Here is what I came up with:

    https://www.dropbox.com/s/4ach2ss7ujtbx ... .capx?dl=0

    The code is quite dirty and can be optimized, but I hope you find it helpful.

    Sorry, I didn't modify your capx, it's too complex.

  • You can also check this post:

    It's the same logic, just change the formulas to follow instead of moving away.

  • I'm guessing you did not create a new sprite Hero, you made a new instance (copy) of the Monster sprite and renamed it to Hero.

    Or you may have both sprites in the same family and "hp" variable is defined on the family.

  • You can deactivate Groups. Put everything on the event sheet into a group and you will be able to deactivate it.

  • You can do something like this:

    Keyboard "DOWN" key is NOT down -> CarSprite - Simulate Control "Accelerate"

  • Sokoban mechanics is really simple, all you need is a TileMap and a couple of sprites for the player and crates. Plus maybe some movement behavior like MoveTo.

    Programming the logic can be a bit tricky for an inexperienced developer, but it's also not too difficult.

    Left key pressed -> check tile to the left of the player -> if it's free, move the player there.

    If there is a crate -> check tile to the left of the crate -> if it's free, move both the player and the crate.

    etc.

  • Have you tried the Tutorials? Search for "inventory":

    https://www.scirra.com/tutorials/all

    There are also a few examples in the FAQ:

    how-do-i-frequently-asked-questions_t63692

    I don't know if you need the full inventory system, you can just copy the part where items are displayed to the player.

  • Oh ok, now I understand your issue.

    Try this - remove ScrollTo behavior, set Unbounded scrolling=Yes in layout properties and add this event:

    System -> Every tick

    ........System-Set scroll X to clamp(Player.x, OriginalWindowWidth/2-50, LayoutWidth-OriginalWindowWidth/2+50)

    ........System-Set scroll Y to clamp(Player.y, OriginalWindowHeight/2-30, LayoutHeight-OriginalWindowHeight/2+30)

    Where 30 and 50 is the thickness of your HUD borders.

    This will allow to scroll the layout 30 and 50 pixels beyond the layout size.

    OddConfection You beat me by just 1 minute!

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  • Select the event and press C to add another condition.

  • You need to add "System->Trigger once" to your events 14, 16 and 17.

    Otherwise they are triggered every tick and your animation is constantly restarted from the beginning.