LittleStain's Recent Forum Activity

  • If you have the paid version of construct you could add all enemies to a family and check collision with that.

    I don't know how different your enemies are, but you could also choose to attach the enemy to a sprite or vica versa and check the collision on that sprite instead of each diferent enemy.

    Another way would be to have just one enemy-sprite and have all the different enemies be animations of that sprite, which would also mean the on collision-event would just need one object.

    There are many different ways..

    One way of many ways to make the boost temporary would be to give the player timer behaviour and on collision set the timer for a certain amount of time.

    Than on timer you could set the speed back to the original speed..

  • I'm not sure what you mean, but wouldn't creating a global variable and setting it to the name of the layout before changing layouts work?

    so

    on button pushed

    • system set variable Lastlayout = layoutname
    • goto layout - (whatever layout you'd like to go to)

    on button "back to last layout"

    • goto layout - LastLayout
  • forum attachments don't work at the moment, I think..

    You could upload your capx to dropbox or google drive or something and copy the public link..

  • On x2 you are adding 30 points to global2, but you aren't adding points to green.points.

    green.points stays the same so in the string it is still 30.

    one way to solve this is to change green.points the same way you change global2

    another way would be to add a totalpoints variable to green and set it to green.points when button touched and to 2*green.points when x2 touched.

    Instead of using green.points in your string you could use green.totalpoints.

  • if your project is open in C2, just choose save as single file, it will give you a capx file.

  • You should try to explain better what you are trying to do.

    Point is, in the event itself you only reference the girar-object, but in the actions you have the Hbar-object, the IdHbar-object and the UIDToProperties object.

    If any of the objects in the actions have more than one instance on the layout, there is no way for the program to know which one you mean.

  • The basics should be something like this:

    Player on collision with enemy - player die

    player on collision with power up

    • power up destroy
    • player set speed to player.speed+10

    It would be hard to give any more precise info, without knowing how you have your events set up at the moment and what behaviours you are using.

  • Could you please share a capx of the issue, so we don't have to guess where the problem lies?

  • You could just do this by specifying when the angle should be different and what you want the angle to be.

    in normal circumstances:

    every tick set bullet angle - sprite.bullet.angleofmotion

    mouse button left is down - sprite set angle towards position mouse.x, mouse.y

  • Did you copy the events and actions exactly the way they are shown in the tutorial?

    One thing I didn't see is setting the origin point of the line to the left side, which I think is necessary..

    anyway:

    here's a capx that does the drawing in a similar but different way:

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

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  • I think you are confusing the system "on load complete" and the audio "preloads complete" conditions

  • Are you loading a save game?

    For "on load complete" only triggers if a savegame is loaded.

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LittleStain

Member since 26 Apr, 2011

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