LittleStain's Recent Forum Activity

  • I'm not really sure what you'd like the character to do on click..

    Set position will set position instantly..

    If you only want the character to in the direction of the position you could set the destination x and y coordinate and set the angle of the character towards it..

    If you want the character to find a way to the position you could try the pathfinding behaviour..

  • A workaround would be to do something like creating a sprite with the fade behaviour and setting the volume of the sound to sprite.opacity..

    Also a third party plugin was made to fade-in/fade-out sounds:

  • When creating events it's always necessary to reference the object you want the actions to refer to..

    your first event would work if you picked the right fist for the right fighter..

    Right now no fighters are referenced in the event..

    So you probably mean for the first event:

    system for each fighter

    system pick fist by comparison fist.playernumber = fighter.playernumber

    fist set position to fighter

  • Don't set the direction of the bullet/disc every tick, only set it once when thrown..

  • To make the dash/ teleport part you'd have to create events with a few conditions and attach the teleporting/dashing actions..

    The most important questions would be:

    When should the teleporting/dashing take place?

    When would it be impossible to dash/teleport?

    When should the teleporting/dashing stop?

    If you want a special animation to play, you should set it in an action.

    You could either change the speed of the 8-direction behaviour or for example change the player to bullet behaviour during the dashing..

  • For these kind of events it's easiest to work with instance variables:

    give the balloon a boolean instance variable ConnectedToPlayer

    -Player On collision with Balloon

    Play Audio "Item"

    Balloon set boolean variable ConnectedToPlayer to true

    • Balloon is ConnectedToPlayer

    > Set Balloon position to Player

  • I like the add -1 to total money, looks much cooler than subtract 1 from total money..

    I see no reason for the player going back to the starting position when playing the "nose" animation.

    Are the origin points on your animations consistent?

    The text-object is a dom element and isn't really that well equiped for animation/moving as canvas-rendered elements..

    I would suggest using a spritefont-object for any ingame/moving text..

  • One simple way without to much coding I can think of would be using the bullet behaviour with gravity..

  • Export option Desktop, through nw.js ..

    It's only available in the paid version..

  • Why would you use dt instead of the timer behaviour or the wallclock, which count in seconds?

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  • from the manual:

    Physics actions: Global settings

    These actions affect Physics behaviors in general, not just the one it was set for.

    Set stepping iterations

    Set the number of velocity iterations and position iterations used in the physics engine. The default is 8 and 3 respectively. Lower values run faster but are less accurate, and higher values can reduce performance but provide a more realistic simulation.

    so if you set it on start of layout for 1 object it is set for all objects and will not be changed untill you set it again..

  • I'm not seeing an event for when the player collides with the killbox..

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LittleStain

Member since 26 Apr, 2011

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