winstreak's Forum Posts

  • 🤦 We are checking Leaf on-screen before making the count. So if no leaves are on screen we don't count. So when we have 1 leaf on screen we count 1, then it leaves and we stop counting leaving us with 1 :-p.

  • You can't set this through events.

    You can create an object off screen and either check or uncheck the box. Then when you bring in new instances of that object, they will keep that setting. You can also use On Start of Layout to destroy that offscreen instance while still keeping those stored settings for new objects.

  • Make your own button.

    Create Custom Buttons - Construct 3 Tutorial

    youtu.be/zHB0gZFfqD4

  • Whenever I work with Object.Count I use a Global

    Like such:

    If your way is working with no issues, then I see no problem with keeping it. If you bump into problems with it down the road you can try something out like this.

  • Verified my solution worked before submitting it. Something is either input incorrectly or something else is getting it the way of that code. I’ll be happy to take a look at your code if you want to share it.

  • Leaf is on-screen || leaf.pickedcount

  • The yellow square is snapping into the tileset which the Pink square does not have. So when you click a square the pink square goes to the origin of the tile you picked with the center and matches its center there (So it does not line up).

    Technically setting the origin of your pink square to the center fixes - not sure if that messes up anything down the road - I have only made 1 project with tilesets so I'm not that well versed in them ;D

  • when your enemy sprite sees your player

    Set the enemy sprite angle = angle(enemy.x,enemy.y,player.x,player.y)

    This will find the angle from your enemy to the player and set angle will turn them in that direction.

  • I use Set Mirrored.

    You can find the closest enemy, if it is behind you set mirrored if it is in front set not mirrored.

    Or if you are using simulated keys while <- set mirrored and while -> set not mirrored.

  • You potentially have something resetting your character to "Animation 1" after they are killed, then they get set back to the death animation since they are dead and on "Animation 1" again.

  • Make a function that does everything you need to do before starting a new event. These will only be changes you need for all events not specific to event 2 or 3 etc.

    Every time you start a new event you call the function.

    Make sure you have your audio stopped with this function.

  • Built in buttons suck for many reasons - you should make your own ^.^

  • Particles can be used an infinite amount of different ways. Here's what mine look like, I think this is something like what you meant. You can see the properties on the left side.

    Start of layout - set particles NOT spraying.

    On victory set particles spraying.

    The properties that effect the particles going down furth would be your gravity, speed or timeout.

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  • What part of your game are you stuck on?

    Have you:

    - Figured out the platform part?

    - Created the objects that you need to collect?

    - Figured out how to collect the objects on collision?

    We need details to help you out :)

  • Iterate through the array while tracking What index has the lowest value and what that value is.

    IE:

    index: 0 - 1 - 2 - 3

    Value: 4 - 2 - 5 - 1

    0 = 4 - automatically the lowest, its the only other

    1 = 2 if 2 < 4 set 1 lowest - true

    2 = 5 if 5 <2 set 2 lowest - false

    3 = 1 if 1 < 2 set 3 lowest - true

    add value to index 3

    Sidenote:

    if you want to have different requirements for weapons (Different Clip sizes) you should set each value with the % full instead of the number of bullets.

    3 rockets where you can hold 4 = 75% full.

    4 minigun bullets where you can hold 100 = 4% full.

    Choose minigun.