CGSpot's Forum Posts

  • If you want to spawn the missiles at the player's current location, then use player coordinates instead of fixed values.

    For example:

    > Create missile at (Player.x, Player.y-200)
    Create missile at (Player.x-300, Player.y-200)
    Create missile at (Player.x+300, Player.y-200)
    

    Or, you can spawn them relatively to the viewport:

    > Create missile at (ViewportMidX("layer"), ViewportTop("layer")-80)
    

    Thanks, you are a lifesaver...

  • The image below shows my events:

    The hero character has the Scroll To behavior, and my layout is larger than the viewport. I’m spawning 3 missiles from above the viewport and using the Bullet behavior to make them fall to the ground.

    Issues:

    1. If the spawn layer has 100% parallax, the missiles won’t spawn above the player if the player has moved beyond the viewport. They simply spawn in the viewport, and the player can’t even see them.

    Video: webmshare.com/play/PJaJe

    2. If the spawn layer has 0% parallax, the missiles correctly spawn above the player, but they follow the player as he moves. The same thing happens to the blast animation that is spawned when the missile is destroyed.

    Video: webmshare.com/play/5JoJB

  • It's better to use a variable - increase the variable and set the text to that variable.

    Without a variable you'll need to convert the text to number and back.

    Textbox set text to str(int(self.text)*1.5)

    or use float() expression instead of int() if you need decimals.

    Thank you

  • In Construct 3, I have a text box containing a number, which is 40, and it's associated with a panel.

    Every time the player clicks the panel, the value in the text box should increase by 50%.

    How do I do this?

    EX:

    If the text box contains 40, and I click the panel, the value should increase by 50%, which makes it 60.

    If it's 60, it should increase to 90.

    For 90, it should increase to 135.

  • Thank you very much guys, I got it working...

    Again thanks for the help....

  • > ...

    > Please help me make this.

    >

    >

    >

    > I have attached the project's Construct 3 file.

    > dropbox.com/scl/fi/0y2y4u8hemqhwwoolhwen/Game_File.c3p

    I don't know if we still need this solution, I made it, but only now I was able to post it.

    https://fex.net/s/ra82bd0

    Subscribe to Construct videos now

    Thank you very much...

  • If I touch anywhere on the screen first and then try to use the shooting controls, I can’t use them, the gray crosshair simply doesn’t move.

    Results, when I use the movement controls on the left, the shooting controls on the right become unusable. But if I use the shooting controls first and then the movement controls, both work fine.

    How can I fix this?

  • Got it... dop2000 helped to solve this...

  • I want to move the red crosshair along a path (green line) when the player touches and moves the control in the bottom right (gray crosshair).

    It should be a controlled movement—both the red and gray crosshairs shouldn't move away from their respective paths.

    Please help me make this.

    I have attached the project's Construct 3 file.

    dropbox.com/scl/fi/0y2y4u8hemqhwwoolhwen/Game_File.c3p

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  • Thanks for the reply, I used the

    Touch is touching LeftButton -> Player simulate moving Left

    Touch is touching RightButton -> Player simulate moving Right

    Touch is touching UpButton -> Player simulate jump

    it works fine, for the crosshair i am still figuring out...

  • I want to make a virtual joystick for my platform game. I have searched through a lot of tutorials to achieve this, but none have the functionality I need. I’m a rookie game dev, can you guys help me with this?

    The idea is to make a virtual joystick with seamless control, meaning the player doesn’t have to move their finger during movement. If they gesture left when touching the virtual joystick, the player should move left, and the same goes for right and jump movements.

    As for the crosshair, I want it to be seamless. The idea is that when touching the shooting gamepad on the right side, the player should automatically shoot, and if they move their finger, the crosshair should move on the screen.

  • Your hero moves, but the Gun_Fire sprite stays in one place. You can try attaching it to the hero (with hierarchy or Pin), maybe it will look better.

    Its works great with hierarchy , Thanks

  • When shooting, I spawn the gunfire animation at the edge of the Hero_Guns.

    When the hero is standing still, it spawns correctly, but when he's moving, the gunfire spawns in the wrong position.

    How to fix this?

    Event: i.vgy.me/1uKMTm.png

    Video: webmshare.com/play/VbLJK

  • Hi Guys,

    I’m using the GamePush SDK in my game and received this feedback: i.vgy.me/LCeYdp.png

    -Save data should not be implemented through the Player module in the GamePush SDK.

    -Sound settings are not saved when changed.

    I don’t understand this part. The sound is working perfectly, it mutes during ads and everything seems fine, but I keep getting the same feedback again and again.

    Actually, my game doesn’t have a save game feature.

    But if the player mutes the sound and restarts the level, it stays muted — unless the player manually unmutes it.

    Can anyone with experience using GamePush explain what this actually means?

  • When you create the green sprite it is not related to a particular enemy. You can add the green sprite to a 'Container' with an enemy, that means it is created with the enemy at the start (you don't need to create it) and also it is always related with the enemy in picking conditions.

    Then for the actual event if you say green sprite on collision with mine -> destroy green sprite. It would also destroy the enemy with it as they are in a Container. Note : your current condition pick with UID doesn't do anything.

    Great!, works perfectly after using container, Thank you very much...