dop2000's Forum Posts

  • Need more information. What do you do to the Sprite S, so it gets stuck? If you move it with non-physics methods or behaviors, don't do this.

  • There is a disabled action "Set x to dest". If you enable it and remove MoveTo, then the control will be much sharper. Or you can experiment with MoveTo settings - speed, acceleration.

  • Not sure if I understood correctly, check this example:

    dropbox.com/s/ipw8xbw83cacn0i/SnakeControl.c3p

  • 3) Yes, "if" is actually "Compare variable" condition.

    4) Select "Compare variable" event with mouse and press X, an "Else" condition will be added under it.

    5) "Stop" is an action of Audio object. You might want to stop previous sound before playing the next one, to prevent sounds overlapping.

    Every sound you play has a tag. If you want, you can assign different tags to each sound. But I guess in your case it's easier to use the same tag.

  • A big disadvantage of Particles object is that particles don't rotate. I imagine that for this effect OP wants cubes to rotate.

  • You can do that, but you will not be able to use any of the C3 new features, and also C2 runtime is slower.

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  • You can't use "Wait" or "Every X seconds" with values smaller than 0.016, because your events run only 60 times per second (not 1000 times).

    Edit: sorry, didn't see jobel's comment.

    Just use time or dt expressions.

    howtoconstructdemos.com/simple-stopwatch

  • I think you need to increase the speed, not acceleration. After 1 second delay, set speed to normal value.

  • On Enemy destroyed
    Repeat 10 times
    	Create Cube at (Enemy.x+random(-50,50), Enemy.y+random(-50,50))
    

    You can add Bullet, Fade, Rotate behaviors to cubes and after creating each cube set random values for bullet speed, angle of motion, rotation speed etc.

  • Yeah, go for it!

  • You can not disable touch. What you can do is ignore it, for example when the object is invisible. Simply add "MyButton is visible" condition to your "On MyButton touched" event.

  • It depends on the game. You can use Bullet behavior with gravity. Or two Bullet behaviors - one to control the movement left/right and another with gravity which will pull the sprite down.

    Platform and Physics behaviors also have gravity setting.

    Or you can add gravity with events, for example "On every tick: Sprite set y to (self.y+100*dt)"

  • You need to change the impulse intensity depending on the distance to the target. Try something like this:

    Apply impulse X=0, Y= clamp((DestinationY-Car.y)/100, -1, 1)

    Of course, you'll need to experiment with the numbers.

  • Use Tween behavior -> Tween (two properties) action -> Size.

    In "End X" and "End Y" fields you can put Sprite.Width*2 and Sprite.Height*2, and the sprite will grow twice in size.

  • Your events 13 and 14 run on every tick, 60 times per second.

    You need to move them inside the "On start of layout" or similar event, which is only triggered once.

    Don't just add "Trigger once", it will not work, because you are using "Else". You can try this:

    Multiplayer Is Host
    Trigger once
     ...........
    
    Multiplayer Is NOT Host
    Trigger once
     ...........