InDWrekt's Forum Posts

  • It sounds like the collision bounds on your boss character are set incorrectly. Double click the boss object to open the Edit Image dialog and on the menu on the left you click on the bottom icon. It looks like a bunch of dots connected by lines. This will display the collision bounds of the boss.

  • Well, I'm not sure at what point you are using floor but, if you always want the data rounded down, you could just replace the round function to a floor function:

    floor(Variable * 1000) / 1000

  • Try this:

    round(Variable * 1000) / 1000

  • Move the "Set MosqOn to 1" action above the "Wait". What is happening is, you are starting multiple spawn events before setting the MosqOn variable. The Wait command does not wait to allow the system to continue processing, just the actions in the current event that are below it in the list. Since you are waiting the given amount of time to set the variable, the game loops through and finds all the variables still match the event trigger. With the "Trigger Once" condition, it will only trigger once while all the conditions remain true but once you turn the light on and off, the condition is reset.

    I hope that answers your question and good luck with your project.

  • If you haven't read it yet, take a look at this tutorial:

    https://www.scirra.com/tutorials/82/upl ... rra-arcade

    It states that most plugins are not supported so, if you are using any plugins, your game may not work.

  • mrbaldson

    This is an answer I have given many times on this forum:

    Construct 2 is a tool. It can be used to make nearly every kind of 2D game. Heroes Charge? Sure C2 can be used to make a similar game. However, the fact that you asked this question means you are not ready to attempt this kind of game. Before you start making plans to create your masterpiece, you need some experience with the tool and game design. Start by reading through all the beginner tutorials. Get an understanding of what C2 can do and how to use it. Build a few simple puzzle games. Only after you have COMPLETED a few clones of the old classics (tetris, pacman, astroids, etc...) will you be ready to make your game.

    So many beginners come to these forums with dreams of creating the next big game but don't want to take the time to learn a little about game design first. They almost always fail to complete their product. Don't fall into that same trap.

  • Take a look at the beginner tutorials. All of these questions are answered there.

  • There are multiple tutorials that show methods for wall jump systems. Here are a couple:

    https://www.scirra.com/tutorials/452/pl ... ll-jumping

    https://www.scirra.com/tutorials/975/co ... -wall-jump

  • I downloaded your file and opened it up to take a look. The first I looked at was the sprites collision polygon. The entire polygon has been pushed to the left side of the sprite and a little above the base. In your post you said,

    [quote:35ol991x]The sprites seem to be correct in their bounding box in the image editor...

    I am not sure what you looked at but, the collision polygon is the problem. Open the image editor and select the bottom item in the left side menu. It looks like a bunch of dots connected by lines and will say "Set collision polygon" when you hover over it.

  • The way you are doing it will work, but will quickly make your events unreadable. If you are only going to have two bullet types, this may be fine. If you add any more, it won't.

    If you have a license, families would really be the best way to do this. Add all the bullet objects to a family and create a family level event for these collisions.

    If you are using the free version, families are not available but there is still an easy way to have this collision event work for all your bullet types. Just use the same object with different animations for your bullets. So, instead of having a Cannon Ball object and a Fire Ball object, you would have a Bullet object with a Cannon Ball animation and a Fire Ball animation.

  • You would add the value to the sprites platform.maxspeed value:

    Sprite.Platform.MaxSpeed + amountToAdd

    All of the properties of a behavior are accessed by typing the name of the object, then a period (.) connecting the behavior, then a period connecting the property name.

  • The easiest way to do this is, set up 3 different animations instead of just 1. Play the first animation which is made up of the first 7 frames and use the on finish trigger to start the second animation. To make the second animation repeat 4 times, there is a setting called Repeat Count. If you set it to 4, the animation will cycle 4 times before triggering its on finished event. When the second series of animations finishes, start the final animation.

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  • Take a look at the Terms and Conditions of the store:

    https://www.scirra.com/store/terms-and-conditions

    A good place to start is under the section Ownership of software/assets which states the items are protected by copyright law. In all cases where you are given access to the work of another individual, it is the express right of the individual how you may use it. That is what copyright laws protect. What this means is, if you have not been (or are unable to prove you have been) given permission to modify the work of the individual, you are in breech of copyright. You also cannot claim those works to be your own.

    Before making any changes to any of the images and music you have purchased, you should seek documented permission from the original designer.

  • Give the text object a boolean instance variable called "Clickable" and set it true when you want it to be able to be clicked. Then, in your on click event add a condition to check the Clickable variable.

  • Set the value of the progress bar using the distance system expression:

    https://www.scirra.com/manual/126/system-expressions

    currentDistance = distance(Sprite.X, Sprite.Y, Goal.X, Goal.Y)

    If you want the length of the bar to be a percentage of the distance instead of the exact distance, on start of layout, set a variable originalDistance storing the distance. Then, when you set the width of bar, set it to currentDistance/originalDistance.