calminthenight's Recent Forum Activity

  • Purely for the nostalgia: 1drv.ms/u/s!AkmrWgxeuxlKhItoFF0OPkagZ00TLQ

  • In the Properties panel click 'view' on Project Properties, then enter the new resolution in the viewport size section. Depending on your game you may then want to change the layout sizes for your layouts.

    After doing this, you will need to resize all of your art assets to match the new viewport size.

  • It's not all that complex to implement. In your game code, replace all your key pressed / key is down etc. events with the similar "key code" event. Use an array or even variables to store the keycodes and reference the relevant variables or the array values in those events.

    To remap the key codes, create a system where when prompted the user presses the key that they want to map, and then set the relevant variable or array value to Keyboard.LastKeyCode.

    Example:

    	Var_DownKey=40
    
    On Keycode (Var_DownKey) pressed - Move down
    
    ---
    
    //for rebinding
    On any key pressed - Set variable (Var_DownKey) to Keyboard.LastKeyCode
    ;
    
  • No one can help you with the lack of information you have provided. Post your project file or at least describe in detail the problem you are having and post some screenshots of the issue and your events.

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  • Yes. Use the bullet behaviour.

  • In the editor set the bullet behaviour to enabled then change our events to this.

    You should set the speed at the start of each shot, and return it to zero when it lands back in the cannon. You don't need to enable or disable the bullet behaviour every time you fire or it lands, but you could still do that if you want.

  • You shouldn't need the wait 0 in this scenario.

    Is your event order the same as below, and it does not work without the wait 0 action?

  • The for each loop and check against the array UID would work, the only problem is that it would execute more than one time as the actions would happen "for each" key on every door collision trigger. This was why more keys were getting used. Removing the loop and using pick means that only one key is used per door.

  • I redid your events in a group called simplified. Have a look here: 1drv.ms/u/s!AkmrWgxeuxlKhItm6Td4wPJp_rc_Kw

    There were a few things that were causing the issues. You needed to pick the key based on the UID stored in the array, not just compare it. You also were popping and pushing from the same end of the array meaning you weren't getting the first in first out behaviour you were after, and you had some unnecessary variables and events including your for each loop which was causing some issues.

  • If you need them to have specific values you can set them directly after the action that creates them

  • It doesn't need to be global. Just use the 'load object images action' for the sprite that you need prior to the time that you are going to switch to it.

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calminthenight

Member since 28 Jan, 2018

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