dop2000's Forum Posts

  • kriand

    "every 0.1 seconds" is not much better than every tick in this case. Before using "acquire target" you need to check that this turret does not have any targets already. Or simply use "Add object as target" once and the turret will acquire them automatically.

  • kriand , What is "2"? Did you mean setting animation frame to 2? But this will skip frame 1.

    DarthPapalo666

    If your animation is not looping, you can make this event with 3 conditions, it will only be triggerred once:

    Sprite On animation frame change

    Sprite Animation frame =0

    Sprite is animation "Name" playing

  • Be careful though, if you have multiple instances of sprite, with "System->Trigger once" it may not work as expected.

  • Oh, so you quickly pour a large amount of water onto one spot, and then it flows down to lower levels. Got it.

  • Your array2 values contain line break (newline) in front.

    use trim() expression when putting text values into the array, it will remove all invisible characters - spaces, tabs, line breaks.

  • There are a few tutorials about using turrets, study them.

    https://www.scirra.com/tutorials/all

    You can add objects to turret's target list at start of the layout, then they will pick targets automatically, once they are in range.

    If you want control over which targets they should shoot at (for example to prefer stronger enemies), you can use "Acquire target", but you need to make sure that turret doesn't already have a target.

  • You can add Persist behavior to those 4 text boxes, add instance variable UseCounter.

    textBox Pick Lowest UseCounter

    ...System Pick random instance of textBox -> TextBox add 1 to UseCounter ; TextBox Set text

  • R0J0hound

    Squares of different color mean different height above the sea level, right?

    I don't understand, why is water flooding light red and dark red squares at the same time?

    Shouldn't it fill the lower level squares first?

  • You can try this:

    Turret NOT has target
         Enemy instVariable="specific value"   -> Turret acquire target Enemy
    [/code:p1s27k1s]
    
    If you have "Add turret target Enemy" event, you need to remove or disable it.
  • wizdigitech

    Read about how instances are picked in events:

    https://www.scirra.com/manual/75/how-events-work

    "On tap" event picks one instance. If you need to refer to another instance in the same event, use "System Pick all" and then "Sprite compare variable"

  • Try System->Set Canvas Size

  • Check this plugin:

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  • [quote:2oqceny8]Turn off collisions for objects that don't need it e.g. background and GUI objects

    This is not really necessary. Construct only performs collisions checks for an object if there are relevant events or behaviors.

    If your background sprite has no behaviors like Solid or Physics, and is not part of "on collision"/"is overlapping" events, it will not generate any collision checks.

  • Check array dimensions, height should be 1

    If this doesn't help, could you share your capx? It's hard to guess by screenshots.

  • Use Touch.xAt(1), Touch.yAt(1) for the second touch.

    Unfortunately, you'll need to duplicate the event:

    On 0 touch start -> create particles at Touch.xAt(0), Touch.yAt(0) 
    
    On 1 touch start -> create particles at Touch.xAt(1), Touch.yAt(1) 
    [/code:ca6wszvf]