InDWrekt's Recent Forum Activity

  • The way you are doing it will work, but will quickly make your events unreadable. If you are only going to have two bullet types, this may be fine. If you add any more, it won't.

    If you have a license, families would really be the best way to do this. Add all the bullet objects to a family and create a family level event for these collisions.

    If you are using the free version, families are not available but there is still an easy way to have this collision event work for all your bullet types. Just use the same object with different animations for your bullets. So, instead of having a Cannon Ball object and a Fire Ball object, you would have a Bullet object with a Cannon Ball animation and a Fire Ball animation.

  • You would add the value to the sprites platform.maxspeed value:

    Sprite.Platform.MaxSpeed + amountToAdd

    All of the properties of a behavior are accessed by typing the name of the object, then a period (.) connecting the behavior, then a period connecting the property name.

  • The easiest way to do this is, set up 3 different animations instead of just 1. Play the first animation which is made up of the first 7 frames and use the on finish trigger to start the second animation. To make the second animation repeat 4 times, there is a setting called Repeat Count. If you set it to 4, the animation will cycle 4 times before triggering its on finished event. When the second series of animations finishes, start the final animation.

  • Take a look at the Terms and Conditions of the store:

    https://www.scirra.com/store/terms-and-conditions

    A good place to start is under the section Ownership of software/assets which states the items are protected by copyright law. In all cases where you are given access to the work of another individual, it is the express right of the individual how you may use it. That is what copyright laws protect. What this means is, if you have not been (or are unable to prove you have been) given permission to modify the work of the individual, you are in breech of copyright. You also cannot claim those works to be your own.

    Before making any changes to any of the images and music you have purchased, you should seek documented permission from the original designer.

  • Give the text object a boolean instance variable called "Clickable" and set it true when you want it to be able to be clicked. Then, in your on click event add a condition to check the Clickable variable.

  • Set the value of the progress bar using the distance system expression:

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

    currentDistance = distance(Sprite.X, Sprite.Y, Goal.X, Goal.Y)

    If you want the length of the bar to be a percentage of the distance instead of the exact distance, on start of layout, set a variable originalDistance storing the distance. Then, when you set the width of bar, set it to currentDistance/originalDistance.

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  • You need to use an instance variable, not a global variable. Instance variables are set on and only affect an object. Global variables are non-specific, hence the name global. Each tank will have an instance variable called health with a starting value of 30. Then, only the tank whose variable reaches 0 will be destroyed.

  • OK, I think I understand what you are looking for now. All you want is to force the object to move only on the X-Axis, right? Not, as you said [quote:giy1ciz8]know whether you're moving left or right

    All you need to do is, in the drag and drop properties, change the Axes to Horizontal instead of both. Select the object on the right and you will see it's properties on the left.

  • This change will stop the endless loop but it doesn't do the same thing. From this image, it looks like you are just trying to make your objects flash after touching the text object. If this is correct, I would suggest you make use of the flash behavior instead of using your events the way you have them set up.

  • In your while statement, you are saying while aux < 5 but you are not incrementing the aux. That means aux will always be less than 5 and the loop will repeat for ever (or at least until you run out of memory and the game crashes). This is called an Infinite Loop.

  • There isn't a condition, but there is an easy way to do it. All you need is a variable to store the position of the object when it was not being dragged and compare it against the X value of the object while it is being dragged.

  • Read the license comparison on the page linked below to see the differences between the licenses.

    https://www.scirra.com/store/construct-2

    You need a license for any game you make if you are going to make money from it. It doesn't matter what platform it is on or if that money is earned from sells, in-game ads or in-app purchases.

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InDWrekt

Member since 19 Sep, 2011

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