oosyrag's Forum Posts

  • Shift Is Down   | Set Maximum Speed to 100
    Stamina > 0     | Set Stamina to max(0,Stamina-1)
    
    Stamina =0     | Set Maximum Speed to 50 
    [/code:3uy3y3el]
  • I've been away, see if this helps:

    https://www.dropbox.com/s/ik6hdyma5qjui ... .capx?dl=0

  • Or better yet : just plain set angle to angle(player.x,player.y,enemy.x,enemy.y)

  • For set angle towards method, that is the easy one. You can use Set Angle Towards player, then set Angle to Self.Angle+180 right after that.

  • Try saving the UID of object created to a variable when it is created. Then add a Pick by unique ID condition to position that specific instance of the object under your mouse or place it.

  • It shouldn't be a big deal to open a bunch in photoshop if you're going to be editing frames manually anyway. If you're going to run through a regular process on all of them like lighting, color, or effect adjustments, you can set up a batch script in photoshop too, basically do the same thing to a set of files, similar to if you were to apply an effect on an entire spreadsheet.

  • Hmm... you can save your project in a project folder instead of a capx, then you can access all your sprites and animation frames directly from the folder for editing in another program. They won't be in a sprite sheet though.

  • There are a few ways to do this, depending on your situation.

    Do you require pathfinding, or are they free to run straight away from you?

    I'm assuming you already have a system in place to have the baddies run towards you. How are you doing this?

    Try having invisible "flee target" spots around the level. When they need to flee, pathfind to the one closest to them and farthest from the player. Or something along those lines. You'll probably need to add some conditions to ensure they don't flee towards a spot that the player is already along the path to.

    You can use another invisible "avoid zone" around the player for that. When your baddie picks a spot to flee, draw a line between that spot and the baddie to see if it collides with the avoid zone. If it does, that means the player is in the way and it should probably go somewhere else.

    Along the lines of the "avoid zone", you could probably update it as a solid in terms of pathfinding every once in a while, then the baddie using pathfinding definitely won't go there.

  • You are looking in the right direction, effects were definitely used for that game.

    You'll need to experiment a bit on your own regarding layering effects and sprites to get the effect you want.

    Assuming what you mean by a wave as in having the effect spread from a point rather than the entire screen, remember you can use effects on individual layers or objects as well. If you also use blending modes, you should be able to get the overall effect you are looking for. (Use the wave effect on a sprite with blending, then increase the sprite size to grow the wave.)

    https://www.scirra.com/manual/146/effects

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

    [quote:hfzhshuc]angle(x1, y1, x2, y2)

    Calculate angle between two points

  • Firstly, this is a very important read, specifically in regards to picking: https://www.scirra.com/manual/75/how-events-work

    For your specific question, here is one method - I would use UID:

    Add an instance variable to the SpawnedObject "SpawnedFrom". When you spawn the object, also set the variable to SpawnerObject.UID. Now every SpawnedObject has a reference to which SpawnerObject it came from.

    On clicked SpawnedObject

    Pick SpawnerObject by Unique ID SpawnedObject.SpawnedFrom - Destroy SpawnerObject

    Manual entry for UID - https://www.scirra.com/manual/130/common-features

  • Export with NW.js

    https://www.scirra.com/manual/162/nwjs

  • You should be able to find all the information you need here: https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • Sounds like a picking issue. Try adding the range variable to Bullet - Range. When you spawn bullet from tower, set Bullet.Range to Tower.Range

    If Bullet Distance Travelled>Bullet.Range, Destroy Bullet.

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  • Ok so you want a timer with fixed leading 0s if necessary and with significant figures up to centiseconds (1/100 of a second).

    The timer gives the time in seconds in decimal format, with more sig figs than you need. So you'll need to round to the nearest centisecond - round(100*Timer). Then use the text object's APPEND action to add each digit you need, in addition to modulo which you seem to already know how to use.

    Start with setting a variable with the total current time in centiseconds

    Set text to (how many 10 minutes do I have? 10 minutes = 60,000 centiseconds, can be 0), subtract that from your variable

    Append text (how many minutes are left? 1 minute = 6,000 centiseconds), subtract that from variable

    Append ":"

    Append (10 seconds=1,000 centiseconds), subtract from variable

    Append (1 second = 100 centiseconds), subtract...

    Append ":"

    Append (10 centiseconds), subtract..

    Append (whatever is left)

    Hmm made sense when I wrote it, but now I look back and it might be kinda confusing. I can put together a capx later if you have trouble.

    Edit: Looks like I didn't need modulo after all. Or maybe it will look cleaner if it is used? Or something... https://www.dropbox.com/s/w8ni4mmfom94b ... .capx?dl=0