Akvan's Forum Posts

  • Hello, thanks for your time.

    Im making a game like this https://spribe.co/games/aviator and I need to draw that exponential function graph under the plane and I have no idea how to do that, any idea and suggestion is appreciated

  • Thanks for reply.

    Actually I fixed this issue by filling an array with random positions and shuffling between them so there's no need to destroy enemy instances.

    Here is the guide helped me make a shuffle array.

    https://www.scirra.com/tutorials/599/simple-array-shuffle

  • Thanks for your attention.

    Yeah but what I'm trying to offer is to consider margin area on "path finding" and there will be no need to expand layout area.

    For those who looking for a solution I expanded my layout and made some basic events to simulate bound to layout behavior.

  • Hello

    I wanted to report this as a bug but first wanted to make sure if I'm doing something wrong.

    It seems when you spawn an object outside of layout on margin area "path finding behavior" fails to find a path.

    You can expand your layout size and limit your window size to your actual game frame but in this case the "bound to layout" behavior won't work.

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  • Hello

    I', using a function to spawn enemies. In this function there is a loop which spawn 8 enemy instances.

    I need a way to randomly destroy some of them by my own given number amount (3 of them for example).

    The problem is when I use destroy loop after my spawn loop it doesn't work at all, but when I use it on a every 2 second condition it works perfectly.

    I think i still can't understand how exactly events, sub-events, and functions work cause I'm struggling with them for hours :( .

  • Thanks for attention, Unfortunately yes I'm sure :D

  • Tnx for help, actually I was using floor(random(0,2)) first but then I changed it to a number and still not working.

    Here is an screenshot:

  • Hi

    I'm using a function to spawn objects. When I use set opacity after spawning it works, but when I use set fram to a random number its not working and just showing the first animation. I tried stop animation at the start of layout and setting animation speed to 0, none of them worked.

    Tnx for your time.

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  • You have to call execute Javascript from the Browser plugin with something like that:

    "var myPopup = window.open("""", ""MyPopup"", ""width=200,height=100""); myPopup.document.write("&Score&");"

    Score is you global variable.

    Thank a lot , I just imported browser and used the pop-up action in my event sheet and that solved my problem

  • Hi !

    I've made couple of games for and android app like Gamee.

    Now my android developer wants me to show the player score at the end of every match so he can read the score from pop-up and use it in app and send it to server. here is couple of questions:

    1.how can I run javascript pop-up at the end of matches ?

    2.where can I find the global variable called Score in my project to use it in pop-up dialogue.

    Thanks for your time.

  • I'm here to see how can I make a javascript popup when the game finishes to show the score.

    To make the app be able to read the score from my popup.

    Any suggestion how to do that ?

  • Without seeing your even sheet or capx file I would guess it has something to do with multiple instances of the same sprite.

    A totally blind guess would be to assume you are dropping the red block through the gaps in the white ones. If so, try making the white ones different sprites and deciding which to move based on the position (Y value) of the red block.

    Is that making any sense?

    That worked ! Thank again for your time.

    But still I think picking specific object instances is an issue for people like me, I was digging the forum and I couldn't find any clear answer, doing actions on object Instances in specific order is still a problem for me and maybe some other people.

  • Assuming they are created with default lock=0 then it makes sense that there would be multiple on screen that fulfil lock=0 criteria and can be moved. You need to define only one set of blocks that can be moved at a time with a unique variable or bool, then once moved you change this and set the next lot of blocks to active. At the moment it looks like you are relying on luck as the blocks move toward the player. if you wanted to really lock it down you could increment a variable and pass it through a function that relates to the block IID. So the block IID must match the variable to be available to move, then you increment the variable and the next set of blocks become available. Block IID wouldn't work though if you are destroying the blocks as they go off screen, so you could just make use of an object instance variable.

    Thanks for help , I'm going to test that idea right now.

    Actually I am destroying them to save memory cause there will be too many of them after few minutes.