justifun's Recent Forum Activity

  • There's a great behavior someone wrote called "litetween" grab it and have a go. It does all of the things you want it to really easily.

  • This works.

    dl.dropboxusercontent.com/u/403350/egg.png

    add a 8-dir to the player character

    add solid to the egg

    every tick - player -> rotate 2 degrees towards (mouse.x, mouse.y)

                 player -> move 1 pixel at angle (angle(player.x, player.y, mouse.x, mouse.y)

    it will constantly walk towards the mouse as it moves around, and bump up against the walls of the egg without overlapping.

    see my example file.

    dl.dropboxusercontent.com/u/403350/egg.capx

    is that what you want?

  • Can't get your link to work :(

  • Yes, the way you have it setup right now, you are "picking" every tower to add the upgraded level to.

    There's a few different ways to pick the correct tower you want to upgrade.

    One suggestion would be to create an instance variable on the button object. Lets call it "TowerUID".

    On line 3 where you spawn the upgrade button. set the TowerUID variable to "trt_basic.uid"

    eg: (btnUpgrade - set value "TowerUID" to trt_basic.uid

    This now lets the upgrade button know which tower it belongs to.

    Next, down on line 28 where you have the upgrade logic....

    You need to create a sub event that picks which tower to apply the upgrade to.

    So add a sub event and use "Pick by evaluate" -> trt_basic (as the object) and in the evaluate line put trt_basic.uid = btnUpgrade.towerUID

    Then for the action, move the 2 actions you have for the trt_basic (add 1 to level) and (set turret range), down to this new sub event, so that it only effects the "picked" turret.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • For making the actual artwork for a game, you'll want to search for tutorials on youtube etc.

  • The code for spawning the monsters has to be a sub event of where you picked which one you want to spawn.

  • Simply add another condition to your spawning code that says

    Compare 2 values -> Enemies.count < 20

    Thus it will only spawn enemies if the total amount of enemies active are less than 20.

  • Simply place them all next to each other like this. (assuming you have 6 pieces)

    on layout start

    part 1 - set position 0,0

    part 2 - set position part1.width, 0

    part 3 - set position part2.width, 0

    part 4 - set position 0 , 0-part4.height

    part 5 - set position part4.width, 0-part2.height

    part 6 - set position part5.width, 0-part3.height

    this puts them in a 2x3 grid

    im sure there's a fancier way to do it with an array, but im not as good that those.

  • Try getting rid of the "else" event

  • It might be easiest to have 2 text boxes surrounding a sprite for the bar.

    then you can account for any fraction question.

  • nutmix - in which area of the .html file do you add the window.scrollTo(1,0) part?

justifun's avatar

justifun

Early Adopter

Member since 9 Oct, 2012

Twitter
justifun has 4 followers

Trophy Case

  • 13-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

21/44
How to earn trophies