mikehive's Recent Forum Activity

  • OK how about this...

    so you're going to need to make a number sprite with animations from 0-9 and then duplicate it for how many digits you want on the counter. Call them something like digit1, digit2, etc. I'm going to assume a four digit counter like your example.

    Then on the event sheet:

    set digit1 animation to mid(zeropad(YourNumberVariable, 4), 1, 1)

    set digit2 animation to mid(zeropad(YourNumberVariable, 4), 2, 1)

    set digit3 animation to mid(zeropad(YourNumberVariable, 4), 3, 1)

    set digit4 animation to mid(zeropad(YourNumberVariable, 4), 4, 1)

    Haven't tested but that's what I'd try?

    EDIT: removed a little bit of redundancy, whoops. I was using str() forgetting that zeropad() already puts out strings.

  • Just realised I never actually introduced myself! I'm Mike, I've been using C2 for two years now. I'm making a platformer called Down To Earth about an alien who crash-lands his ship in an Earth city and has to work out how to leave. This website has been invaluable in figuring out some of my problems along the way and I hope I can help other people who are just starting out

  • Or, riffing off Programmer3000's idea, what about shadow creatures who only pursue you when you're in the dark - get near a light source and they back off?

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  • I can't open that file because of the MoveTo plugin, can you take it out for this example or is it necessary for this specific effect?

  • I'm wondering, does each "trap" have to have its own complicated logic? Or are they all just recombinations of prefabricated "pieces"? If it's the latter... it's not pretty, but you might be able to do something where you design a trap on a tester layout, and then write yourself a note of all the coordinates of all the "pieces", and then make an event group on the real layout that spawns those same pieces in the same places on the fly. Obviously this is a horrible idea if they're all really complicated. But if you design the traps in a clever way and maybe utilise containers you might just get away with it.

  • Ohhh are you trying to pick each individual monster eye by name? So that each eye blinks on its own random timer?

    OK try this.

    Give the MonsterEye an instance variable, we'll call it randomBlink.

    Then in events:

    Every 1 seconds: MonsterEye add random(1,5) to variable randomBlink

    MonsterEye randomBlink>=10: set animation to Animation2, set randomBlink = 0

    Just change the second line to whatever number to control the frequency of the blinks

  • I'm confused, why is the Name condition even there if the action is exactly the same every time? Just take it out and have one event?

  • Hey, I played around with your capx, as others have said the problem is your collision polygon on the spider, I had the same problem before. This happens if an object has a relatively small collision polygon and is travelling very fast - sometimes the movement will take it through an object without registering a hit.

  • Can you show an example of the effect you want? I'm not 100% sure what you need

  • This is a problem I've had as well, and preloading the audio a screen or two before you want it is the way to go. Perhaps make a loading screen like you said, and make your own .ogg files in a program like Audacity so you can crank the bitrate way down? OGG format has very good compression and you can push it quite far before it sounds really bad.

  • I'm not sure completely what is meant by "it only lets me place one of each object". Do you mean that pressing the button, dragging and putting down an object only works once ever? Or that you'd like to press the button, drag, and then keep clicking to put down as many as you want?

  • I used to use the paper-and-scanner technique for years when I used to develop games with Clickteam's stuff. It looks great, but I personally didn't realise how inefficient it was until I worked out how to avoid it. If you have a little bit of cash handy, have a go at Sketchbook Pro with a Wacom tablet - it does a great job of emulating pencils and pens and you can work muuuuch faster

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mikehive

Member since 13 Jul, 2015

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