lionz's Forum Posts

  • I use variables for this, on the button itself or global. You can toggle a boolean true or false if they are the only two button options.

    On button clicked, if variable = true, Set layout scale to 1.5. Else set layout scale to 1. And on button clicked, toggle boolean.

  • Are the ships always going to be facing the same way? You could create a new image point on the nose of the ship and spawn it there rather than the origin point.

  • Looks fine to me, couldn't break it..

  • Oh right I thought he meant Google Mobile Services, coming on here with his cryptic acronyms.

  • Where did you put trigger once while true? It needs to go as a sub event under Player on collision with spike.

  • staleevolution

    Yep that's diving into the design more than I have done so far I didn't have anything that specific yet, only the generic tower defense elements. I would be making up my own superheroes though.

  • What are you making? Isn't GMS for helping to add support for Google things like Gmail and Chrome? Are you waiting for someone who is a pro with GMS to respond and give a comparison between that and C2? It's unclear what you want, all I can say is Construct 2 is powerful and has strong support for exporting to Apple and Google platforms and fits in well with third-party plugins to get your game or app up on the stores.

  • You can fix it by putting the tiniest of waits in between visible and focused, like 0.1 seconds.

  • As above, you want choose. If variable does not equal choose(1,5,8)

  • I think what you're looking for is choose? Maybe..

  • It's just 2 events :

    Enemy HP < 0 ---- Spawn BloodPool on Enemy

    On BloodPool created (For 1 to 12) ---- Spawn BloodParticles on BloodPool

  • Use the 'Persist' behaviour for this.

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  • If you launch this in debug you might find that it does run the function and create 12 blood particles but they're spawning on your original BloodPool that you have off screen somewhere, not on the one that was created. You call the function when the new bloodpool is created but then on the function for spawning the particles, it does this on the bloodpool with the lowest UID, not necessarily the one that was just created. Logic needs tweaking a bit to link the spawned bloodpool to the particle spawn, something like On bloodpool created > For particles 1 to 12 > create blood. i.e. in your second image replace the function call with 'Spawn bloodpool on enemy' and the 'on function' with 'On bloodpool created'.

  • In RPG maker where you would have something like (Player1)Move Right > Move Left > Text: Hello > (Player 2) Move Right > Move Left >Text : Hello. In C2, you can do the same because events run top to bottom. Processing events one at a time can be done by way of using functions, waiting for certain conditions to be met or with 'timers' and 'wait' commands.

    In terms of the specific example of having NPCs walking and talking in a cutscene, I would set up destination points, when a player has walked to it, then run the next action, could be a change of movement or change in dialogue. It also depends on how you want the dialogue to update, if you want it so that the players cannot move until the dialogue has been dismissed then put in a condition Move unless Dialogue is on screen. If you want the dialogue updating as they walk and doesn't need to be dismissed then have it update when they hit certain destination points.

  • The prices are set as a variable, I'm wondering why you are resetting the layout all the time though, what were you trying to achieve with that? Just trying to get my head around it so I can suggest a more efficient way than resetting the layout.