EvasiveBits's Forum Posts

  • I would handle this with a global. Lets focus on blue. Make two animations big and small. Make global: BlueSelect = 0

    Now make two events:

    Event: BlueSelect = 0 | Action: set animation to "big"

    Event: BlueSelect = 1 | Action:set animation to "small"

    Then in your existing code that selects and deselects blue simply add an action that sets the global.

  • I tried to use local storage to achieve that but it didn't work. I used "Set Array to Array". Then when I enter the layout with the scores I've done "On start of layout - Set "Array" to Localstorage.itemvalue"

    Here is how I save and load an array:

    The save event (lets say click "save" button) triggers the following actions to save High Scores array (we'll call this "hscore":

    Object Local Storage: Set item "hscore_key" to hscore.AsJSON

    On Layout Start:

    Object Local Storage On item "hscore_key" exists: Get item "hscore_key"

    Object Local Storage on item "hscore_key" get: Object hscore (the array) Load from JSON string LocalStorage.ItemValue

  • Question: Are you saving as a JSON string?

  • use lerp and remove scroll To behavior. Add 2 variable to register mouse click position like clickX & clickY.

    Set scroll:

    for x > lerp(scrollX, clickX, 0.1)

    for y > lerp(scrollY, clickY, 0.1)

    Well I guess I don't have to look for a formal way, thanks for sharing this.

  • one way this can be done is to make an invisible object that the windows follows like cross-hairs in a FPS. then instead of scrolling you would have a the "cross-hairs" move to the object. I have done this in one of my WIPs and it works great.

    I'm also looking into more formal ways.

  • the way I do this stuff, is I have a ready animation and an action animation. The ready is a 1 frame animation and the action will be the "video" like animation. Then I set up my actions like this:

    (Event)

    Action: set animation "action"

    Wait 3 seconds

    set animation "ready"

  • What I'm doing is the game Pong, at the ends put some walls so that my rackets do not leave the screen, but with the touch if they manage to leave, does not respect their solid state.

    Okay cool, I can help. There will need to be an event that prevents the racket from going beyond a grid position,

    create another event very similar to the one I helped you with earlier.

    If the game board is 300px across and the racket is 20px with a point of origin in the center then 10px will your buffer zone, this is the excess of the racket that will go off screen. so 300 - 10 is 290 so that is how we will find the buffer for the right side of the screen. 0 + 10 is the left side buffer. This helps us make two events:

    If touch is > 290 then racket.x = 290

    if touch is < 10 then racket.x = 10

  • I don"t think I fully understand what you are try to do, maybe its beyond my level. With that being said, splitting up the array into multiple arrays then load info from arrays in stages using a global to trigger each.

  • I'm just dropping in on an apparent series of questions, but I think I can help.

    I am going to assume you are using a behavior for the movement of the balloons (probably bullet), click on the sprite, on the properties window, search under the behavior and look for "Set angle" select the drop down menu and click No.

  • I'm trying my best to understand the type of game you're making, my guess is it is a platform. If you can better describe what you want the object to do and the environment it is in that will help me help you.

    If it is a platformer; Is this a standard platform game? meaning the floor is at the bottom of the screen.

    Are you using any behaviors for the objects?

  • Just a reminder the system condition is "Compare Two Variables"

  • Here you go, its a large picture so I just put it on dropbox, I don't think you have to download it though.

    https://www.dropbox.com/s/mvhi4a7kaliyx ... t.png?dl=0

  • Very slick, felt smooth and I kept on playing even though it's not my type of game. Good Work! & Good Luck.

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  • I figured out a way to do this. I created a piece of platform in a seprate sprite and named it TrippleJump, it spawns

    Event:

    player > on collision with > platform

    Actions:

    Create object triple jump | Location player.x , player.y + b (b = number that sets it bellow player)

    Wait 0.4 seconds

    triple jump destroy

    This works! I tested it, once you confirm it works than make TrippleJump have an opacity of 0.