ALLMarkMade's Forum Posts

  • Ok, I think I'm following you... How do I group or tag the enemies so the random pick only picks from each difficulty group? Right now I have all my enemies grouped under "ENEMIES" when I pick a random spawn for the easy group, how do I tell it to only look at the easy group?

    I'm sure it's there I'm just not versed enough to fully understand it yet but it makes great since and I do appreciate it.

    Thank you

  • Thanks

  • VictoryX and philx Thank you soooooooo much!!!!

    Ok! thank you for the visual I will get to work and let you know what I come up with.

    philx if and when you have the time yes I would like to learn all I can so cool downs would be nice to know as well...

    Thank you.

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  • Thank you for your response, but I have played with the variables and I just can't figure out how to make it work. I'm still learning and I don't mind putting in the work but I'm going in circles trying to figure this out.

    Can you please better explain to me how to do that?

    Thanks

  • I could say Oh yeah thanks I will try that and pretend I know what you're talking about or I could be honest and say I kind of understand but not quite sure, and that would be the truth. I do appreciate it very much and thank you for taking the time to help.

    I will do some research on what you have said and see if I can figure it out.

    Thanks

  • Damn I wish I knew what you were talking about. But I'll get there.

  • Yeah me too.... <img src="smileys/smiley17.gif" border="0" align="middle" />

  • How do I stop it I have a similar problem. When my player dies the clock keeps counting so when I play another round I have 30 spawns already on the board when it should start with none and get harder.

    Is there a way to make every X Second reset to "0" each time you start that layout?

    Sorry to cut in,

    Thanks

  • So you have some idea of why I'm asking here is my original question which while I did get a lot of great responses I could get none of them to work.

    ORIGINAL QUESTION:

    I was wondering (And I wouldn't ask if I didn't try everything I can think of because I really am trying to learn how to do this properly) but I'm leaning so I need to ask question right now so I hope you can help please.

    I have the spawns set at different Every Random X times. It starts off slow with just one and then another and then another so the longer you stay alive the more things are coming at you. (7 different random X spawn types) Yes, I am leaving the page on any hit of my hero or if he is pushed off the layout the game ends and takes you to option page to start again or go to the intro page.

    If I take a while getting back to the game as soon as I hit the start game button I get all the spawns at once because the Every Random X is still counting even if I'm not playing the game.

    In order to keep the gradual flow from easy in the beginning to harder the longer you play the Every Random X needs to start from 1 each the game is started. It's not doing that for me, once the game is started if it gets to 300 seconds when the harder enemies would appear after the first game if you want to play again you immediately start getting the harder spawns and many of them right away instead of starting slow abd then getting harder.

    I did go back and group everything and tried the deactivate group but that did not work. I tried the the Pause Plugin and while it worked pausing it does not reset the Every Random X count.

    The set time scale to "0" works fine but it's not resetting the Every Random X count.

    I've tried everything I just want when the game ends to stop the spawn count and when the game start and I mean actual game play for it to reset the spawn count (Every Random X) so it starts from 1 second not at whatever time the game has been running, but actual game play time.

    Is there a way to do that?

    NEW QUESTION:

    Is there a way to spawn objects without using every X second and then I won't have to worry about turning it off when the player dies.

    Thanks

  • What I learned from Tobye:

    You can just use 'move at angle'. 180 for left, 0 for right. And always remember to set the amount to move as a multiple of dt! (for example: 'left arrow is down' > 'turret move at angle 180, 260*dt').

    Down from the top - 90

    Left - 180

    Right - 0

    Up from the bottom - 270

    I think that's correct.

    I hope this helps

  • YES!!!!!!!!!!!!!!!!!!!!!! Thank you... If you every write a book on this stuff I will buy it... :)

    Thanks

  • Thanks I will give that a try I do appreciate it.

  • Kyatric

    How would you do it for another game? I want to take a few elements from one game to another just to save set up time. My timer, Score and a few other things that I've tweaked to perfection so is there a way to do that?

    Thanks

  • Yes, it's hard especially when you have everything set just the way you want it. A function like this would make adding other levels much easier.

    Just copy, change a few things and you just made level 2 and made it a little harder.

    Hope to have this soon, but still an amazing program.

  • Tobye I appreciate your help and I'm not trying to get you to do my work because I like to learn on my own (At least try ti figure it out first). However, I'm not familiar with you equation so I'm coming back to you.

    Everything is moving fine except now when I hold Ctrl/left/right it not only rotates left/right but it move left/right as well.

    I want to do one or the other meaning Ctrl/left/right rotate turret in place or left/right move left/right.

    I'll figure out the auto fire and all that later...

    I'm using the rotate behavior as well if that makes a difference but I'm not seeing how to tell it to not move left/right when rotating left/right and vice-verse.

    Thank you for your time...