dop2000's Forum Posts

  • 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!

  • 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.

  • I should have said "it's not easily done"

    brair_user, why can't you use the collision polygon? If you need it for something else, then you can try this workaround:

    Create an invisible clone of the sprite, Pin it to the main sprite, define correct collision polygon on the clone sprite and use it for collision detection.

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  • Not sure I understood your question.

    If you want to compare two coordinates you can create this event:

    Int(pixA.x)=Int(pixB.x)

    Int(pixA.y)=Int(pixB.y)

    System->Trigger once

    Or do you mean you need to detect when two sprite images (not collision polygons) are collided?

    I don't think it's possible.

  • So your layout is bigger than window size? How do you scroll it?

    Usually in games like this you add ScrollTo behavior to your character and set Parallax=0,0 for your HUD layer. And that's it, everything scrolls automatically except for the HUD.