RayKi's Recent Forum Activity

  • Hey there. Your code is not working because the game keep updating the size of your sprite, and every time the game resizes your sprite it put it back to its original position.

    At the group "Layer" you have 3 events that happens depending on the value on the UILayer variable. Along with each of this events add another condition system > trigger once while true.

    It'll solve your problem

  • That's a really good question :0

    I liked the way you think my friend.

    Well depending on what you want to do, you might want to use the persist behavior just like VonFirflirch said.

    Or you can use the web/local storage to save only particular values.

    There are several tutorial about this that can teach you a lot. Give them a try and come back here to tell us how the game is coming up

  • Well, you could try, and I again TRY. To create the body and limbs of the stick figure as separated objects and try to make them work together... although I still don't think this would work properly.

    You can however make ragdoll animations, and change the object physics every time it gets hit.

    But I think for this kind of effect you should try using Adobe Flash or something o-o

  • Try using the function Lerp(a,b,t).

    A and B are main values and T is a value between 0 and 1 that represents a position between A and B.

    So Lerp(0,10,0.5) will return 5.

    Knowing that you can set the position of the camera to be somewhere between the position of the camera itself and the position of the mouse.

    That way if the camera and mouse position are the same, Lerp() will return the current value, therefore setting the camera at the same place. If the player moves the mouse only a little, Lerp() will return really small values, making the camera move only a little and really smooth. And if the player moves the mouse faster and farther Lerp() will return bigger values moving the camera faster to where the mouse is.

    Note that the values of Lerp() will be always changing, so the camera will start moving faster if it's far from the mouse, but will decrease it's speed as it gets closer to the mouse, giving an really nice and smooth effect for your game.

    I use it all the time, you should try it.

    The code will be something like this:

    Every tick > Set Camera X to > Lerp(Camera.X , Mouse.X , 0.5)

    Set Camera Y to > Lerp(Camera.Y , Mouse.Y , 0.5)

    Note that you can change the last number to try and adjust the effect to be the way you want.

    A higher number will result in a faster camera movement, being 1 a instant transition, while lower numbers will result in a slower and smoother camera in a way that 0 won't move the camera at all.

  • I don't see why it's not working. Maybe there's another misplaced trigger somewhere, I don't know. Try uploading a capx. file so we can take a better look on what's going on

  • The slide bar will have it minimum and maximum values set by you, and the sound volume has 0 as original sound, positive volume amounts will increase the volume and negative will decrease.

    Just create and event to every tick, or every time the user change the bar values the value of the sound volume to be set as the value of the bar.

    In addition to that, you can create a condition that if the value of the bar is equal to it's minimum then the sound should be muted

  • Create a object to be your camera, set to the object the "scroll to" behavior, this will make the camera follow the object.

    Then in your event sheet create a event to set the X and Y of your camera object to the X and Y of your mouse every tick

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  • I would create a invisible object to be the area. It doesn't have any behavior or anything, it works just as a collision area. You could try that

  • The first time I created a achievement system like that I created a single object and set a different animation for each type of achievement unlocked.

    Then you create a single invisible object on the screen and change it's animation every time it appears. It worked really well form me.

  • You should start simple, create a straight line solid object for ground, and create a object with a simple shape of collision box.

    Add only one behavior and adjust it little by little and as soon as you start to understand the behavior itself you add others and see what they do.

    Take your time to play with construct and read about the functions and behaviors so you can get really comfortable with the programming.

    After that you can easily develop the algorithm to develop the game just the way you want.

    I can't help you any further because I'm no expert, but if you really need a sample to follow try looking at the tutorials or at the arcade.

  • No, I don't think that's possible.

  • If think you can achieve that just by playing with the game gravity, acceleration, fall speed and stuff like that

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RayKi

Member since 25 Feb, 2014

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