dop2000's Forum Posts

  • You are simulating controls only when the speed is <200

    Change your events like this:

  • There is nothing wrong with the code.

    Could you share your capx?

  • Make sure that all frames in the running/dashing animations are the same size and the Origin image point is in the same position in all frames.

    There is a common trick that helps to avoid issues like that:

    Create an invisible rectangular sprite with Platform behavior. This will be your main "character" sprite, controlled by the player.

    Remove Platform behavior from your sonic sprite and pin it to the invisible character sprite, like a "skin".

    This way animations on the sonic sprite will not interfere with platform movements.

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  • Baddies|On detroyed
       System|Compare two values (random(100)<30)     ->    Baddies|Spawn Goodies [/code:l8xdlyad]
  • When you create a family instance, a random family member (random sprite) will be created. So yes, to make custom particles, you can add all those arms and legs to a family, add Bullet and Fade behavior. When an enemy is killed, create a bunch of family instances, set random angles and speed etc.

    Though it may be easier to have all these body parts in one sprite as different frames. Then when you create a new sprite instance, simply set animation frame to floor(random(Sprite.animationFrameCount))

  • You can try something like this:

    Sprite1 overlapping Soldier
         System->Pick All Soldier
         Sprite2 overlapping Soldier
             System->Pick All Soldier
             Sprite3 overlapping Soldier
                  System->Pick All Soldier
                  Sprite4 overlapping Soldier
                       System->Pick All Soldier
                       Sprite5 overlapping Soldier   -> (Destroy all sprites)
    [/code:3t7plozd]
    
    But it's easier to add Sprites 1-5 to a family and do this:
    [code:3t7plozd]
    SpriteFamily overlapping Soldier
         System Compare two values: SpriteFamily.pickedCount=SpriteFamily.count  -> SpriteFamily destroy
    [/code:3t7plozd]
  • You need to use System For Each (ordered) event.

    For example:

    System For Each Soldier (order by Soldier.attackDamage) descending -> Soldier set position to (X=50+loopindex*100, Y=500)

    This will arrange Soldiers on the screen by their attack damage, strongest first.

  • Add all enemies to a family. Add all objects you want to be spawned to another family.

    For example if you want to give your enemies 30% chance to drop some object when they die:

    EnemyFamily -> On destroyed

    random(100)<30 -> EnemyFamily: spawn ObjectFamily

  • You have multiple object types, and you want them to spawn random objects?

    Add them all to a family.

    Then do the same, only with the family:

    Pick random instance of Family -> Family: spawn Family

  • rafaelsorgato

    Physics Apply Force at Angle (Ship.angle)

  • .CurValue, CurX and similar expressions only work with "Array-For Each element" loop. (But Array-For Each loops can't be stopped)

    When you are using System-For loop, those expressions don't work.

    You need to use Array.At() as in my example above.

  • It finds all results - 2, 3, 4, 5

    If you want to stop after the first element found, change the loop to this:

    For x=0 to Array.width-1

    .... left(Array.at(loopindex), 10)="PlayerSkin" -> set result to loopindex

    .... -> Stop loop

  • You don't need regex. You can use expressions like left, right, find, mid etc.

  • No, sorry, I am not going to waste time trying to guess what could be wrong with your game.

    If you need help, you have to post your capx here and provide proper description of the problem.

  • There may be some useful information in this post: