LittleStain's Recent Forum Activity

  • Something like adding these conditions?

    text.text is not equal to ""

    append : ","&objects.ID

    --else

    append ; objects.ID

  • I guess using the timer behaviour for this would be the easiest choice:

    Create a variable spawns and set it to 4

    set timer for two seconds

    on timer

    --if spawns > 0

    spawn objectX

    subtract 1 from spawns

    et timer for 2 seconds

    --else

    set timer for 2 seconds

    set spawns to 4

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  • I'm not sure what you are trying to do..

    A "normal" physical joystick also had/has freedom of movement in all direction (although there were only four buttons underneath being pushed)..

    As an example, what would you like to happen when first dragging down and then dragging left?

    Should the player first go back up to the middle before going left?

  • LittleStain

    i finished the tutorial but it puts me another font not that, i don't know....

    You might want to look at the fixing bugs part of this tutorial

    https://www.scirra.com/tutorials/800/th ... s-tutorial

  • You mean something similar to the capx in the last post of this thread?

  • What is this "it" that says they are corrupt?

    The way to add your own fonts is to follow the tutorial, but like I said, using the spritefont-object instead of text-object would probably be a lot better, especially for use on mobiles..

  • If your phone doesn't have the font installed it can't use it unless you add it to your capx and load it as if it were a webfont..

    Here's a tutorial to do just that:

    https://www.scirra.com/tutorials/237/ho ... -web-fonts

    I would opt for using spritefont instead of the text-object though if at all possible..

  • If you are using the platform behaviour, you could use the player platform start ignoring input action..

  • Body pin to body would work if you are trying to pin the body to itself..

    If you want an example of the pin behaviour choose new project inside Construct2 and open the pin-behaviour example..

    It's one of the many examples of behaviours and other possibilities of Construct2 shipped with the program..

  • This is expected behavior..

    If you would use the default controls and keep the key for jumping pushed it would also jump only one time..

    It seems your event is working correctly..

    So now the question arises when do you want your enemy to jump and add events and conditions for that..

  • Could it be that when you check if action4 is jump, you are checking if action2 is something else and that condition is also true

    Why use action4=jump and not just action=jump?

  • This warning only shows when your polygons are overlapping at some point..

    Look at the polygons for all objects with the physics behaviour

    Look at every frame of every animation if there are more than one frame or animation

    make sure there are no overlapping or almost overlapping points within the polygons

    change the physics from collision-polygon to bounding box or circle for square and circular objects..

    If there are still issues, turn of the physics behaviour for one of the objects at a time to find out which of them is causing the problem..

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LittleStain

Member since 26 Apr, 2011

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