lionz's Forum Posts

  • If the particle is in one-shot mode, then changing rate doesn't do anything after initial creation of the object. Maybe it's this?

  • Yeah reducing the gravity and I think setting vector values to 0 can stick them in mid air as well.

  • Probably give them the bullet behaviour and set the angle of motion to 90 and speed according to the speed of the slam. Obviously enable/disable the behaviour itself during this move. I made a boss that slams down by using this, you have more control over the slam than just for example if you were letting the platform behaviour 'fall' and relying on the gravity.

  • That logic seems sound to me. Probably just logic confusion somewhere. Not sure what you mean about the arrays though!

  • On the collision event, you can pick the individual objects using system pick nth instance. Instance 0 is one of the objects and Instance 1 is the other one. In this way you can split them out and apply the actions to the overlapping objects separately.

  • Looks like it is using Score=0, so you're running the initial set position function before you set Score?

  • You need to pick the side sprite, this could be, on dropped, if main sprite is overlapping side sprite, side sprite change colour.

  • I've done this before with arrays, when a runway becomes available you push the number to an array. I set the variable to always choose something that is available inside the array so set the number to array.at(random(0, array.width)) will pick a random value that exists, such as 0,1 0,2 0,3 0,4 in the array.

    So at the start you push 2 and 3 to the array. These would be at 0,1 and 0,2. When you come across 7 you push that to the array so 0,3 is 7 and the array looks like this (2,3,7). Then using array.at(random(0,array.width)) it will set the variable to a random number in the array, either 2, 3 or 7. Hopefully it's easy to understand the approach I was taking.

  • Yes you can set a variable, if variable=1, do the actions and then set variable to 0. If variable=0, wait an amount of time then set variable to 1.

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  • Hmm I'm not familiar with fill tiles, what is that object, some kind of plugin? Anyway, because you only want to pick the tile once I imagine if you add a Trigger once while true condition to the Pick random colors, it should work. Depends how the fill works...

  • System Pick a random instance of tilecolors > fill tiles with tilecolors.

  • There is set visible/invisible action.

  • Like this? Should probably be in beginner's questions if you're not sure on how to use variables. https://www.dropbox.com/s/v3q2c86ftl6fa ... .capx?dl=0

  • By using a global variable called Health, with initial value 3.

    Display it on a text object somewhere Set text ""&Health.

    When player misses shot, subtract 1 from Health.

  • I'm not sure what you are asking, please elaborate..