Kyatric's Forum Posts

  • takamoto solution is almost correct.

    You indeed need to use subevents in which you check the animation frame number.

    You also absolutely need an else for the second sub event.

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  • Read the memory usage tips manual article and apply everything that is said there.

    Make sure that you import images in the game that are at the appropriate size and not resize them only in the editor.

    There is no bulk "resize" button, because you should not need it in the first place.

    So yes, unfortunately you will have to resize your images first and import them again in the project.

    And no, this is not an appropriate way to go for desktop or Android either.

    Always pay attention to your memory usage and keep your image close to the size you really need.

  • The "Space Blaster" example does have this kind of scrolling, it is provided with Construct 2 and can be accessed from the Startup Screen within C2 itself.

    Moreover, in the game you show, there is actually no scrolling. It is more that the blocks and background objects are going down, giving an impression of scroll, but there is no actual scroll, so you could simply have bullet behavior set to your blocks and moving them at an angle of 90 degrees to make them going down.

    Having an actual scrolling is not necessary at all and can be done in an alternative way.

    Actually, you should detail what exact mechanics you are looking for.

    As strange as it may sound to you, not everybody has played the game you are referring to, and the slow-rate video of it is not really efficient at letting know what the exact mechanic is.

    Are the rebounds automatics or user induced ?

    Also you have a lot of mechanics described in the How do I FAQ, especially at the category "Platformer" describing how to make platformer mechanics.

    I'd suggest to look into those files and learn from there.

    You perhaps won't find the EXACT mechanic, but close enough that you can build it in and adapt it to your liking.

    If really you can't find, make a precise description of everything you are wanting to do/integrate/have in your game, and then you'll possibly get help for it.

  • On touch "Room"

    .. Sub event "Is touching PowerUP"

    .. ... Actions regarding the PowerUP, not considering to activate the room.

    .. Sub event Else, "Is not touching PowerUP"

    .. ... Actions to activate the room without dealing with the power up at all.

    Simplest way to handle it with the plugin Touch I think.

  • Also consider that a third-part addon may have issues, and in that case you may need to report it in the official topic for the addon.

  • LayerToCanvasX(LAYER, X, Y)

    LAYER = Layer where your "Fight" Heart is

    X = X position of your "Fight" Heart in the layer "LAYER"

    Y = Y position of your "Fight" Heart in the layer "LAYER"

    Same for LayerToCanvasY

    And both those are to be the destination position coordinates for the heart you spawn and move when you go into battle.

    In relation with its current position on screen/canvas as well.

  • Assets are not chosen.

    The only reason for assets to not make it to the store is :

    * Either a corrupt/file type issue with your archive

    * Either you are attempting to upload material you do not own the copyrights to

    When the assets are rejected, an email is sent to you with the exact reason why the assets are not accepted.

    So just do your best to fix them and provide stuff that fits the store policy.

    Also seller agreement, paragraph 4.3

  • Why search an alternative to the system expressions that are exactly doing what you are attempting to do and requiring ?

    Also I'm confused by what you said : "so if I told an object to move that the player spawns in with that specific x, y coordinates, it would go there and not be on the player's screen."

    Could you detail exactly, and in order, what you are doing, what you are attempting to do, what you'd expect to do and what you are currently experiencing ?

    Posting a capx is not a bad idea either.

    You mention spawning something.

    [quote:2tu7c88c]Understand the picking of newly created/spawn instances since R101 - LINK

    as per the How do I FAQ

  • Use invisible sprites pinned to the original sprite. Each invisible sprite acts as its own "collision area".

  • The topics have been merged.

    No need to multiply topics, keep it to a single one.

    Next time, moderation will be more severe.

  • With the solution of a bigger layout, on start of the layout use the system action "Scroll to position" using the average middle of your layout as destination.

    As for your GUI, place it on its own layer with parallax parameters set to 0,0 and place it according to the "project size rectangle". (https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2/beginners-guide-to-construct-2/page-7)

    On start of layout, your "camera" will automatically scroll to the middle of your layout, providing the necessary space around to spawn enemies, and your GUI will still be appropriate.

  • First thing, mind your language please, there are children using those forums. I've edited the title of your post, and you'd be wise to edit the title of your capx as well.

    Also when asking for help, determine precisely what is it you want to do, what you think you attempted, what you would expect from your code and what you actually experience.

    As it stands, Construct is just doing what you instructed it to do.

    => Every tick, update the displayed values in text objects

    => Every 0.3 secs (without any possible pause) => remove 1 from a value

    => When the value = 0 wait a second and do other stuff. Nevertheless, during the waiting second, your previous event still keeps on removing 1 from the value.

    Moreover, during this second, the value is still 0 and so each tick the value is equal 0, you are stacking actions that will add a wave and some spawn.

    A solution to your likely problem is to add the system condition "Trigger once while true" in order for this event to only execute once as per how events work.

    BlackHornet's proposal can do the work as well, since the sub event will only be executed once with the value of 0.

  • If you attempt to display the keycode corresponding to when you are pressing "é" on your keyboard, with the Textbox out of focus you will end up with the code 50 which is the character "2".

    As R0jo mentions, shift and alt status is not taken into account when pressing a key.

  • Moved to completed addons as per request.

  • As seen in the How do I FAQ :

    [quote:2xrtcoe7]Change the color of the loading bar - LINK

    More details on changing the color of the loading bar - LINK

    To change the width, the bar will actually automatically adapt to the width of the loading-logo.png file. Put a wider image in there (transparency can help) and you'll modify the width of the loading bar.