LittleStain's Recent Forum Activity

  • What part are you talking about?

    Seems to me a lot of it could be done with the regular 8-direction-behaviour..

  • Are you using a sprite or a tiledbackground?

    If so, opening it in the image editor and drawing/filling it with another color would do the trick..

  • Would adding a condition to the on bullet collide event help?

    Bullet on collision

    player compare variable is bigger or equal to 1

    player subtract 1 from variable..

    Also..

    The wait action is called every tick if player variable is less then 0

    Adding a trigger once while true would help..

  • You mean like they explain in this tutorial?

    https://www.scirra.com/tutorials/316/ho ... -your-game

    Or this tutorial?

    https://www.scirra.com/tutorials/318/ho ... ng-screens

  • Using the bullet behaviour it would be something like:

    on puck touched

    set puck instance variable selected to true

    on touch released

    puck is selected

    Puck set bullet speed to : distance(puck.x,puck.y,touch.x,touch.y)

    Puck set bullet angle to : angle(puck.x,puck.y,touch.x,touch.y)

  • Simply add a condition

    player on key pressed

    player compare variable weapons > 0

    player spawn bullet

    This way only if the variable is above 0 a bullet will be spawned..

  • Although I'm pretty sure you aren't using the smartest way to get to where you want to be the easiest way to do this in the way you've set things up would be:

    set text : choose(text1,text2,text3)

    You might want to take a look at the dictionary object, the array object, things like the expression tokenat() and other text expressions, though if you are going to have that much changeing text in your project, though..

  • I'm not sure if this is what you want, but it works for what you had set up..

    You are using both scale rate and set scale, so double tap will change the scale rate, rather than resetting the scale..

    https://dl.dropboxusercontent.com/u/485 ... rrows.capx

  • Although I'm not sure why you use lerp for this and why you let it go on for so long when after 0.99 the difference isn't even visible anymore,

    It's always possible to get vectorX and vectorY from the physics behaviour and move the object by that many pixels in the x and y direction while the scale is changing..

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  • Menu_small.Opacity will give you the value of the current opacity of the object Menu_small..

    Adding a dot behind it does nothing..

    I guess what you are trying to do is

    every tick set menu_small opacity to: lerp(Menu_small.opacity,100,0.2)

    so the first value is the current opacity, the second value is the number you want to get to and 0.2 is the amount it will shift between the two..

    This works because every tick the current opacity is changed to a number closer to 100..

    so tick 1 Menu_small.opacity = 0

    lerp(Menu_small.opacity,100,0.2) value is 0+(100-0)*0.2= 20

    so tick 2 Menu_small.opacity = 20

    lerp(Menu_small.opacity,100,0.2) value is 20+(100-20)*0.2= 36

    so tick 3 Menu_small.opacity = 36

    lerp(Menu_small.opacity,100,0.2) value is 36+(100-36)*0.2= 48.8

    so tick 4 Menu_small.opacity = 48.8

    lerp(Menu_small.opacity,100,0.2) value is 48.8+(100-48,8)*0.2= 59.04

    etcetera..

  • In the autorunner example changing the speed can be achieved by changing the bullet-speed of the block-objects..

    Create a new global variable BlockSpeed and set it to 300

    Player on collison with whatever

    system set variable BlockSpeed to 200

    Block set bullet speed to BlockSpeed

    add a new event

    Block on created

    Block set bullet speed to BlockSpeed

    You should probably also add an event to set the player platform MaxSpeed to BlockSpeed

  • For the 5 seconds question:

    Add an instance variable boolean SpeedAdjust and a timer behaviour to your player:

    on collision

    player set timer "Bumped" for 5 seconds

    player set boolean SpeedAdjust to true

    Player is boolean Speedajust true

    Player set maximum speed

    Player on timer "Bumped"

    player set boolean Speedadjust to false

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LittleStain

Member since 26 Apr, 2011

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