dop2000's Recent Forum Activity

  • See the official "Blend Modes" template, you can find it in C2 too.

    Put the scope and a large black sprite on a separate layer. Change the blend mode on the scope. Make sure to enable "Force own textures" on the layer.

  • To make certain traits more rare, all I've done is added more of the same options to the column

    I suggest using the probability tables feature of AdvancedRandom plugin. You can define multiple values with different weights. To make things easier, you can store the entire probability table as a JSON string in the array. I prefer adjusting the weights so that they all add up to 100%. For example:

    [[5,"Super-Abundant"],[20,"Abundant"],[20,"Rich"],[30,"Common"],[25,"Barren"]]
    

    Use AdvancedRandom.weighted expression to return a random value. In the example above, "Super-Abundant" option will have 5% chance to be picked.

    You can store such probability strings for each planet type.

    Although I would suggest using a JSON or multuple JSONs instead of the array. In many cases JSON is much more convenient to work with in C3. You can come up with a good structure which will be easy to read and update. It can be something like this:

    {
     "Ice": {
     "RichnessChances": [[5,"Super-Abundant"],[20,"Abundant"],[20,"Rich"],[30,"Common"],[25,"Barren"]],
     "HabitableChance": 10,
     "Resources": "ice,water,glass"
     },
     "Desert": {
     "RichnessChances": [[1,"Super-Abundant"],[10,"Abundant"],[20,"Rich"],[40,"Common"],[29,"Barren"]],
     "HabitableChance": 30,
     "Resources": "sand,iron,copper"
     }
    }
    
  • no insted of blury i want it to be dark black or black sorry for too much

    Just use a different effect, or cover the screen with black sprite.

  • I tried with the bullet... but the movement becomes random... sometimes it goes up a lot and sometimes the ball goes down... I want it to move at the same height, at the same distance, and at the same speed.

    On collision with the ground, set bullet speed to a fixed value and bullet angle of motion to 270 degrees. It will go up, then drop down again with gravity.

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  • It's easy to do with Bullet behavior. Give it gravity and set "Bounce off solids=on".

  • What is "side scroller" behavior? I've never heard of it.

    Check that you are spawning projectiles on the correct layer with 100% parallax

  • With so many different conditions it's tricky to make such code work corectly. Also, OR-blocks in Construct are difficult to work with. I would suggest changing the entire thing like this:

    On every tick
    For Each Button 
    
    .. Local variable activate=0
    
    .. Player overlapping button
    .. OR Boulder overlapping button : Set activate to 1
    
    .. Enemies animation "IceGiant" NOT playing
    .. Enemies overlapping button : Set activate to 1
    
    
    .. Enemies animation "IceGiant" IS playing
    .. Button has LOS to Enemies : Set activate to 1
    
    
    // And now you check if the button should change its state
    .. Button is activated
    .. activate=0 : Button set activated to false, play sound
    
    .. Button is NOT activated
    .. activate=1 : Button set activated to true, play sound
    
    
  • That's because you are using the "Wait" action wrong and picking the same one instance! See my screenshot.

  • If you want to delete 5 sprites in the order from nearest to furthest with a small delay between them, try changing the code like this:

  • Is this loop nested under some parent event? You need to explain the task.

    The code you posted will destroy only one SpritesA instance at a time. Even if there are 100 sprite instances on the layout, the loop will repeat 101 times, but every time it will be picking the same single instance - closest to (0,0).

    Then after 0.07s delay it will destroy this one instance 101 times :)

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dop2000

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