lionz's Recent Forum Activity

  • You're creating the menu at gridx,grixy instead of mousex,mousey

    When you create at mousex,mousey you have an event that destroys on touch so you'll never see the menu. You should set up a boolean for opened/closed and trigger the pop up in that way.

    If by solid you mean 'has collision', they already do, unless you erase the tree tiles. It really depends what you mean by solid in this situation and what you want the trees to do.

  • It is a programming language, you can do anything like this. On touched > choose(0,1) will choose either 0 or 1.

  • What are you looking for it to do? Yeah the logic above is for when you land on a platform, what do you want to happen with nearby platforms? Not sure I fully understand the game mechanics you are trying to achieve. Why would there be another platform only a few pixels underneath another platform?

  • Local storage is for loading data when you close the game down and reopen it. The issue here is because you have an event in level1 that on start of layout sets score to 0. Every time you include level1 it will reset score to 0 on the start of every layout. Because score is set to 0 by default this event is not needed, remove that and then it works.

  • Event 13 you're still spawning on layer 0.

  • Everything you spawn is also on layer 0 with the background, and behind it in the z-order. Z-order shouldn't matter though, you should really be spawning objects on layer 1 or above, in front of the background. The objects you can see are not spawned and are already on layer 1 so they are visible in front of the background. Check your spawning events where it says layer 0 by default, you can update this to 1 or above.

  • When I'm setting up stages like this I use the variable itself to toggle on/off. I had to use them a lot with my theme park game. You don't need 'for each' or 'trigger once' here. I would set it up with the following edits:

    second event: simply AI=0, set angle of motion, set AI=1 (notice no wait)

    third event: AI=1, wait random time,(wait moved to here) do the event 3 logic

    That should work...

  • Hello again. This should work, I put image point 3 on the gun turret, or at the top of the chassis.

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  • 1. You need to make use of variables. When the bullets disappear you can set a boolean 'isEmpty' to true and set 'isEmpty' to false again when the bullets are full or you want the player to be able to shoot. Then on your shooting events you add a condition that you can only shoot when isEmpty is set to false.

    2. Not sure exactly what you mean but you can make use of set angle which will set the angle of the bullets fired.

    3. You'll need a some logic that chooses a random action that the player is also able to do. If you want them to react then you'll need some kind of trigger like put a detection sprite around the enemy, if a bullet crosses that area then they will do a thing.

  • How is your game working, is everything just scrolling down? The way the coins will work depends on how you have the game working, that was just a starting point. On the example I set the X to a specific value but you can send the X value through the function as a parameter or choose a random X inside the function.The platform code seems OK, probably something overriding it.

  • The only way I can see that it's doing that is if you put the numbers in quotation marks which means they're now strings and it's sorting them alphabetically by first digit.

  • Are the platforms separate instances of the same platform object? if so, give them an instance variable or boolean that toggles when the event first triggers/score is given. Then add a second condition into the landed event that checks that the variable/bool isn't set.

    So something like :

    Event - platform on landed

    Condition - platform (family) > compare Y > platforms 'greater than' player.Y

    Condition - hasScored(inverted) --------- give score, toggle hasScored true

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lionz

Member since 5 Aug, 2013

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