lionz's Forum Posts

  • 1. You disable it with the action ScrollTo > Set Disabled when the player falls down the hole.

    2. The manual states that you can't directly adjust it. You can however create an invisible object that you ScrollTo, which I guess would act like an invisible camera. For example, if you Pin an invisible object to the player, offset from the player as much as you want the player to be off-centre, then you assign ScrollTo to that object, the invisible object will move with the player but the ScrollTo will be focused on the invisible object. Alternatively, you could also allow the invisible object to move freely if you want it to change throughout the game, if you want the player to become centred again then disable it on the invisible object, enable it on the player etc etc

  • I use just one action (system pick) :

    Imagepoint 1 is the foot here so it breaks down as : if sword is colliding with the foot > spawn blood on the foot.

  • Something like this :

  • You use image points, under the spawn action you'll see the Object but also Image Point. If you open the image editor, the default image point is 'Origin'. You can create other points on the image, and spawn things on them using the spawn action.

  • I can't believe this game isn't called Shootasaurus Rex yet, what is going on...

  • it is useful. it will allow you to spawn something on the same layer as the player without creating additional logic to find out what layer the player is currently on, if you know what I mean. The info is already stored in 'player', or whatever the object is.

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  • I set up the same logic and it works fine for me, pinned to the imagepoint without error.

    Also, did you notice that you are spawning the bomber on imagepoint 4 but trying to pin it to imagepoint 5? Is that intentional? Part of the problem might be that if image point 5 does not exist, it will use the origin.

  • Do you mean block all sprites from being dragged and dropped? You can set a variable around mouse click where the click only works when variable=true. When the sprites collide, set this variable to false for 5 seconds, and then back to true.

  • Yes it will spawn the object on the layer that the player is on at the time the event is triggered. player.LayerName is the current layer that the player is on.

  • It really depends on how you've set up the general endless runner gameplay but what you've described there is creating invisible 'spawn points' which sounds about right. You could have a 'numStacked' variable which picks a random number which relates to how many are stacked on top of each other. You could have this in an obstacle Family so you only have to set the number of stacked items once.

  • Put them both into the same mouse clicked event as sub events and have the small_bug_skins = 0 as an else should work. It will then only run one of the events each time.

  • Did you add the product IDs on start of layout? Do you have any purchase success and purchase failed checks? Test it is all working in test mode in C2 then you can work out if it is a problem after publishing or with third party process like XDK.

  • KnivetonStudios

    Bear with me here but I had an interesting twist on the idea. The original defense stuff I was talking about, it might work better as a tower defense game, or at least composing of some elements from that genre. You could bring in superheroes to halt enemies coming at you, slow them down. I also thought about incorporating other genres into it, like maybe when you've 'survived' for long enough you then chase the boss in a platformer style or something. Could be something interesting to look into but will stick with working on possible tower defense style prototype first..

  • I set up 1000 sprites that all toggled 5 boolean variables every tick and the FPS was fine, CPU usage went up very slightly but yeah this is an extreme example.