dop2000's Forum Posts

  • You can simply put this event into a group and deactivate this group after the ball is launched. Re-activate the group again when needed.

    Or add a variable CanJump=1. Modify the event like this:

    On Space Pressed
    CanJump=1 
    		Ball Apply impulse...
    		Set CanJump=0
    

    Reset CanJump to 1 when it's ok to launch the ball again.

    .

    Also, if you need to test only X velocity, use System Compare Two Values event, with expression Ball.Physics.VelocityX

  • So your question was actually about the controls? Sorry, it wasn't clear.

    You can use Touch.SpeedAt and Touch.AngleAt expressions to detect swipes on touch screen. For example, if Touch.SpeedAt(0)>200 and Touch.AngleAt(0) is between -30 and 30 degrees, this is a swipe to the right.

    There are quite a few tutorials, but they all are giving me "500 exception" error at the moment, must be some temporary issue, try opening them later:

    https://www.google.com/search?q=swipe+tutorial+site%3Aconstruct.net
  • Looks like you need TileMovement behavior, see this example:

    editor.construct.net

  • File -> New -> Select a template to start with -> Example: Gamepad control

  • Try asking in this post, there is a lot of activity and people might help you there:

    construct.net/en/forum/construct-3/general-discussion-7/spriter-c3-addon-6-8-2019-130240

  • You can try increasing Linear Damping, Angular Damping, Friction settings.

    Also, you can add an event like this:

    if abs(Ball.Physics.VelocityX)<50 then Ball set Velocity X to (Ball.Physics.VelocityX*0.90)

    Just make sure this event is activated only when it's time to slow down the ball (after it hit the ground for example).

  • You can have many layouts in your project, but only one layout can be active at a time. You can't display two layouts on one screen.

  • I believe the problem is in "Enemy State Dead" group. Trigger Once condition doesn't work per instance. And you shouldn't place it as a sub-event. And "On any animation ended" also shouldn't be there..

    Try changing the code like this:

    It's still not ideal, because event 16 is checked on every tick, and if you have lots of events like this, it's bad for performance. So I suggest moving all actions into the function (if HP<=0, then disable collisions, start dead animation etc.)

  • There are a few tutorials:

    construct.net/en/tutorials/how-to-css-style-buttons-sliderbar-etc-687

    construct.net/en/tutorials/css-your-buttons-and-textboxes-818

    But I really recommend making the progress bar with a sprite, it's so much easier and the result will be better.

  • ProgressBar is a Form object, you can style it with CSS, but it's not an easy task. Besides, form objects have lots of other issues with scaling, scrolling, z-ordering etc.

    It's much better and easier to make your own progress bar with a sprite or tiledbackground object. You only need one event:

    Set Bar width to (Player.Stamina/Player.MaxStamina)*200

  • Your mistake is that you are adding 1 to existing zombie instances, before new zombies are spawned.

    You need to add a global variable ZombieBaseHealth and add 1 to it with every new wave. In the event where zombies are spawned add an action "Zombie Set Health to ZombieBaseHealth".

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  • Use trim() expression to remove all spaces and line breaks from the beginning and end of the string:

    Array set value at Array.CurX to trim(tokenat(Ajax.LastData, Array.CurX, "|"))

  • The common trick to make a split screen is using the Drawing Canvas. But in your case it may be an overkill. I think it will be easier to simply scroll two backgrounds separately (instead of scrolling the layout), while keeping the players stationary.

  • See "Blend Modes" template in Construct 2. You might need to put both the mask sprite and the tilemap on a separate layer and set "Force own textures=yes"

  • Add Flash behavior. Player On collision with bullet -> Player Flash.