Telyko's Recent Forum Activity

  • You could do something like this:

    Create 2 variables:

    PlayerLastX

    PlayerLastY

    Every Tick:

    If PlayerSprite touches SandSprite Set PlayerLastX to Player.X and PlayerLastY to Player.Y

    Every Tick:

    If PlayerSprite is not touching Sand Sprite:

    Set Player position to PlayerLastX & PlayerLastY so that it remains on the SandSprite and can still move where it came from.

  • Your events are cascading. Keep in mind that this event-sheet is read by the system almost 60 times per seconds from Top to Bottom.

    It seems like your Set "TOP" to X are executing one after another. I'm not exactly sure about what you try to achieve but there must be an easier way to do it. A way that is less confusing for the system I mean.

  • I suggest you take that SpriteFont file to your favorite image editor and set it to all the different colors you wish to use, to get as many SpriteFont files as colors you want, then add them all to the project, each one with the name of the color. (As you can't add animations to SpriteFonts unfortunately, which would make things easier).

    That way you won't have to use effects and impact your game performances. Only the memory used.

  • You could add another Variable called BallSpeed on ball movement start

    Set BallSpeed to 1 if speed between 1 and 30, set BallSpeed to 2 if speed between 30 and 60, etc..

    and change the Platform Gravity each time each bounce to : BallSpeed x 1 for 1st bounce, Set Platform Gravity to : BallSpeed X 2 for 2nd bounce, etc...

  • I think the javascript code has been minified or something, which makes it look complicated.

    I'm not into code that much (which is why I love Construct 2 so much after all ^^ ). Yes I think it's just flat blocks but pushing the arrows buttons creates events that resize the blocks. If you look very closely at blocks with ladders on top of them you'd expect real 3D to display the sides of those blocks while they are just 2D sprites which change sizes. As I said this is very well done and seems complex but by trying to reproduce the concept in a more simple way with fewer blocks for a start I'm sure it can be done. After that it's just adding more variables and elements but sticking to the same logic.I'd say something like:

    A full row of blocks contains 10 blocks in line with each a letter assigned: A B C D E F G H I J

    if rotated left: then A size= -30 B size = -20 etc.. etc.. Just throwing ideas here.

  • You're welcome! I hope you manage to do what you want.

  • I think it would be much easier to have 9 buttons with 9 different names and 9 variables.

    But that's just my opinion.

  • Your .capx seems to use rather complex events for doing rather simple things.

    I suggest you open examples you can find in Construct 2 templates and give a look at how the virtual controls work.

  • I would suggest you give a look at this if you haven't already:

    https://www.scirra.com/tutorials/298/performance-tips-for-mobile-games

    https://www.scirra.com/manual/134/performance-tips

    It contains almost everything you can do to improve your game's performances.

  • Oh I see.

    Well if you just have 9 keys then you could create nine Variables (VarKey1 VarKey2,etc..) , one for each key, and when you push "Enter"

    Set RESULT text variable = VarKey1&VarKey2&VarKey3&VarKey4&VarKey5etc...

    Use the above method to set the numbers, just remove the sub events

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  • You could set a "Pin" behavior to the objects you add on your wheel (I don't know what you want do to but let's call them decorations) and on their creation:

    Set Decoration1 position to Wheel.X and Wheel.Y

    Pin Decoration1 Position & Angle to Wheel.

  • What about:

    You create a Global Number Variable called JumpVariable

    then

    On platform jump:

    set JumpVariable = 0

    On platform land:

    - if JumpVariable = 0 set PlatformGravity to 10 for exemple & simulate jump & add + 1 to JumpVariable

    - if JumpVariable = 1 set PlatformGravity to 30 & simulate jump & add + 1 to JumpVariable

    - if JumpVariable = 2 set PlatformGravity to 50 & simulate jump & add + 1 to JumpVariable

    - if JumpVariable = 3 set PlatformGravity to Normal gravity & set JumpVariable to 0

    That way you simulate a bounce and you are able to define how many times it will bounce and can even set random values for gravity each time your object jumps.

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Telyko

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Last online 18 Jul, 2025

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