Kyatric's Recent Forum Activity

  • Example c3p

    Removed the default controls of the platformer behavior and used an instance variable to set the direction where to jump to.

    It is not perfect, it currently requires to first go in a direction (left or right) before jumping, but it still does display the idea on how to do it.

  • Sending a mail to the actual team that actually handles the reviewing and knows the actual reasons for the reject sounds like a good idea.

  • You can use the "Edit" option in the banner of your post if you want to modify something you already wrote, preventing posting multiple posts this way.

    As I did mention previously, post your project file for further investigation.

  • Or you update to the actual stable r267 - scirra.com/construct2/releases/r267/download - that is the latest stable release available and will read projects made in r266 without problem.

  • It is indicated in the Bullet behavior's manual article :

    Set angle of motion

    Set the angle the bullet is currently moving at, in degrees. Note: when the speed is 0, the angle of motion is always 0 and cannot be changed, since there is no motion. Therefore setting the angle of motion then the speed does not work if the object is stopped. Instead, set the speed first and then the angle of motion.

    No motion, no angle of motion, speed must be set first.

    When the speed is set to 0, there is no more angle of motion.

    -> Sprite: Set Bullet speed to Pause ? 0 : 500

    -> Sprite: Set Bullet angle of motion to 90 degrees

    Does the job of keeping the sprite moving toward the bottom.

  • Please consider making a bug report :

    https://github.com/Scirra/Construct.net-website-bugs

    Your issue will be investigated this way.

  • The Z Order bar indeed does display accordingly to the selected object.

    When you click in the layout view where there is not an instance of an object, the Z order bar's title will indicate "Showing all".

    And when you select an instance of an object "covering"/in collision with other instances/object types, all those will appear in the bar, and the title will indicate "Showing subset".

    At last, holding the tab key pressed and clicking on instances that are covered, allow you to select instances at a different Z order that a single regular selection would not select as being underneath a covering instance.

  • It seems you are using a 2 dimensions array.

    Nevertheless, you never set the dimension of your array to accept this.

    At some point, at the very beginning of your game, you need to set the size of your LevelArray object to be width 12 (as you have 12 icons of levels) and height 2 (as you have the number of stars sitting in LevelArray.At(X,0) and the status in LevelArray.At(X,1)).

    You also need to modify event 4 in "Global" as it is setting a value in a one dimension array instead of a 2 dimensions array.

    Modify the condition :

    int(LevelArray.At(SelectedLevel,0))<= CollectedStar

    Modify the action :

    LevelArray: Set value at (SelectedLevel, 0) to CollectedStar

    This should help making everything related to your array work as long as you are in your game's execution.

    Capx corrected in R266

  • Place the "Simulate" action for the Killer before the System:Create object action.

    You can also remove the "pick all condition" it should work.

    You will first move all existing instances of Killer, and then create a new one at a random spot.

    If you are still encountering issues, consider posting your actual project for further investigation.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • As instructed in this sticky topic you should likely make a proper report in the issue tracker.

  • This is what I did, but now every time the game resets, the music does not (my song increases in speed -- like the Space Invaders theme) and continues into the new start of game. If I loop, it seems to play the song twice at the same time. How do I get the background music to stop at the end of the layout/game, and reset along with the player lives and score, etc., when the game ends/restarts?

    In the "On start of layout", before having the "Play" action, do add the "Stop TAG" action from the audio plugin where TAG is the tag name of your background song.

    It will stop each time you go to the layout and start over from the start of the song, once (on the Play action).

Kyatric's avatar

Kyatric

Member since 18 Aug, 2010

Twitter
Kyatric has 583,402 followers

Connect with Kyatric

Trophy Case

  • 14-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • x15
    Popular Game One of your games has over 1,000 players
  • Famous Game One of your games has over 10,000 players
  • x27
    Coach One of your tutorials has over 1,000 readers
  • x10
    Educator One of your tutorials has over 10,000 readers
  • x2
    Teacher One of your tutorials has over 100,000 readers
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

23/44
How to earn trophies

Blogs