calminthenight's Recent Forum Activity

  • I've had this happen when the chrome viewing scale has been changed.

  • Have you emailed Scirra support? supportcwk@construct.net

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  • Assuming you are not using any movement behaviours. If you are you can easily modify this to work with them.

    Create a Boolean variable "Var_Float" and a Boolean variable called "Var_Cooldown"

  • If you just want to do gamepads then yes it is easy to do a single row, but it would get whacky for keyboard codes because there are a lot of them and they don't go sequentially from 0 upwards. Typically starts at 8 (backspace) and goes to 222 (single quote) with lots of gaps in between.

    i.e. near the end it goes 190,191,192,219,220,221,222

    easier to just plonk both in the array and reference one from the other.

  • You want to use an array and in X,Y0 store the button indexes, then in X,Y1 store the corresponding names.

    Then set up a system to match the correct button index (based on the index of the button pressed) in that array and reference the adjacent value to display.

    i.e.

    Y0 - 0,1,2,3

    Y1 - A,B,X,Y

  • It's a bit of a combo of both. It's all 2D and uses Oblique projection.

    OP. It's completely doable, it's mainly the art style, collision polygon management, and Z-sorting that are the crux.

    Look at some of the RPG and Platformer examples to get the hang of movement etc. The jumping on top and falling down holes is simple Y axis movement but using Z sorting of objects to occlude or reveal and give the illusion of depth.

    This might help with the Z-Sorting: construct.net/en/courses/making-order-system-19

  • For keyboard you want to look at keycodes. Create variables or an array where you store the keycodes for each button your game uses.

    e.g

    Var_JumpKey = 32 (32 is the spacebar keycode)

    If by default you have made the space bar "jump" in your game, instead of using an "ON Spacebar Pressed" event, you use an "on Keycode Pressed" and for the keycode value, reference the Var_JumpKey variable where you stored the keycode.

    If you want to change the jump key to shift, you create a system where the Var_JumpKey is updated to the keycode of the shift key (16) when it is pressed.

    At a basic level, something like this:

    On Any Key Pressed - Set Var_JumpKey to Keyboard.LastKeyCode

    The process for gamepads is basically the same except you use button indexes instead of keycodes.

  • Use "Pick by comparison" and then enter the variable value you want to compare.

  • At a guess I'd say your using the tags incorrectly. Screenshot your code.

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  • something like:

    Every tick set enemybullet.bullet.speed to self.bullet.speed+0.5

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calminthenight

Member since 28 Jan, 2018

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