Burvey's Forum Posts

  • Yeah, you should be using the same text object, and just setting the new text when you reach the checkpoint.

  • The easiest way I've found to toggle anything on/off is by creating a variable and then use the following string to set it: Set variable to 1-variablename. What it does is if the variable is equal to 0 then 1-0=1 so it will switch it to 1. If the variable is 1 then 1-1=0 which switches it to 0.

    So in your example.

    On key pressed > Set variable HUD to 1-HUD

    If variable HUD = 0 > Make objects invisible

    else > Make Objects visible

  • To be honest it's probably a good idea to remove the global property and just use the persist behavior in this situation. At least that is what I would do. There are many ways to do things though and you can do it however you like. Good luck with your game.

  • Can you be more specific as to what you're trying to do? Do you want to control all of the sprites with the keyboard but have them jump at different times?

  • It's a give and take though, you may use a fraction less memory but you'll also have more objects which means bigger download etc.

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  • Have you tried adding the Persist behavior to the coin?

  • You're welcome. Good luck with your game.

  • I would recommend starting with this: https://www.scirra.com/tutorials/313/cl ... kout-video It's not tetris but you will learn so much and actually make a fully working game by the time you're finished. This is what I used to learn construct 2 and I can't recommend it enough.

  • Try removing the anchor behavior and place the GUI in the layout where you want it to show up manually. It should remain there as you move since the GUI layer has paralax of 0,0

  • If your layers paralax is 0,0 then it shouldn't move around like that. Can you share your capx? I can take a look and see what's going on.

  • Thanks everyone. For anyone that may be having this issue I was able to come up with the following solution.

    1. I made a 1x1 sprite and gave it the scrollto behavior, which I set to disabled, and the timer behavior. I also made the sprite invisible by default.

    2. In the event sheet I set the sprites position to my games camera position (your normal scrollto coordinates). You can trigger every tick but I just trigger it as needed since the default scrollto behavior for the sprite is set to disabled anyways.

    3. In the event sheet set up your trigger for when you want the shake to occur. For me it's if a specific animation is playing. On trigger, set the sprites scrollto behavior to enabled. Add the shake event to the same trigger. Add a timer to the same trigger and set the time to the same amount of time as you set for the shake duration.

    4. In the event sheet add a timer trigger so when the timer is finished it sets the sprites scrollto behavior back to disabled.

    This worked perfectly for me with a short shake duration (0.4 seconds). I'm not sure how well it would work for long durations but it works great for what I need.

  • So the answer is no then?

  • Is there an easy way to get the shake effect without the scrollto behavior on an object?

  • Yeah, I'm sure it's a picking issue, I'm just not sure how to deal with the picking in this circumstance.

    EDIT: Ok, I feel like an idiot but my containers weren't set up properly. Issue fixed.

  • LexusTG From what I can tell the zombieanimations are positioning themselves correctly on the zombiecolliders, just all the animations are the same.