AM_Games's Forum Posts

  • Hi Mayfly

    Please see below image. Text boxes do support this feature.

  • ramyaswetha

    Hello mate,

    I've put together a file to demonstrate this and stuck it on my Onedrive.

    https://1drv.ms/u/s!Au_xHg0ueCl3wQVQVQShmJCgQBVh

    Let me know if that helps.

  • Personally, I can't draw at all, I have pretty much zero artistic ability but I can produce okay pixel graphics and I can 3D model.

    So when working on other titles, I have produced a 3d model and then run renders and normal maps through photoshop to produce the textures for it with good results. Currently I am moving away from this and trying to produce pixel/sprite art for 2d titles entirely by hand but the results are very mixed and sometimes inconsistent.

    So, I would say use whatever art style you can produce best and that you think fits with the game

    You want your game to look the best it can, so produce whatever style you have confidence in.

  • Looks good and would love to give it a go but obviously doesn't work with keyboard/mouse and couldn't get touch controls to work on my tablet.

  • Exactly as MpplantOfficial says above:

    IF you want a chance of something, you'd have a variable and then modify it using "random(FIRST,SECOND)"

    So, say you want a 50% chance of an event happening,

    Global Variable XXXX
    
    Event -- SomeTrigger -> Set Variable XXXX to Random(0,100)
    
    Event -- if XXXX <= 50  -> Do Action and reset XXXX to 0
    Event -- if XXXX > 50  -> Do Action different action and reset XXXX to 0
    [/code:1rs6ji49]
    So what's happening above is that the variable XXXX is set to a random value between 0 and 100
    the other 2 events then check if it is greater than, equal to or less than 50 (giving you a 50% chance since it's between 0 and 100).
    
    Always best to reset the Variable to 0 after you've triggered the event just to be sure it doesn't get triggered twice.
    
    Be aware that when using "random" the number it generates is a float, so can have decimal points.
    To counter that you can either round the number up or floor it down using the following.
    [code:1rs6ji49]
    set XXXX to Round(random(0,100))
    OR
    set XXXX to floor(random(0,100))
    [/code:1rs6ji49]
  • No problem at all Koto. Glad I could help!

  • Did a couple of these "courses" when I was at college and Uni and it seems the key thing to have is a clear end goal.

    You need to know what they're going to achieve at the end of the week and put them into realistic teams to do it.

    You could have each child working on a separate thing but how i've always done similar "courses" is to have one overall project and each individual works either alone or in a group to assemble a section of it, with it coming together as a whole at the end of the week.

    If it's a full 5 day thing then it might be worth doing something similar to the below:

    Overview of Construct 2 and get everyone to complete a basic "game" in it and then split everyone up into teams for Art, programming, sound, etc.

    Not sure if this will be too advanced for 14-15 year olds though, without knowing their backgrounds.

  • Hi mate,

    Just had a look at your CAPX file and not really sure what you're asking.

    It seems like you need to duplicate the ring objects and set the code per object. Presuming that is what you're after, please see attached file.

    https://1drv.ms/u/s!Au_xHg0ueCl3wQQCr0jugy09k0RR

    (Hosted it on my one Drive, so just right click and download)

    Apologies if I have misunderstood.

  • Tried to download and have a look at this, apparently need to request permission to view your link on drive, so i've done that

  • Thanks lads, sorted now.

    Looks like it was me being a bit special and not noticing I hadn't added a pick condition.

    lamar

    Done, thanks!

    99Instances2Go

    Thanks for pointing that out, i'll switch it to individual instances on screen (or close)

  • You do not have permission to view this post

  • Hello folks,

    Hopefully someone can help me with this.

    Basically, my issue is that the Enemy's do not stop pathfinding or movement when they get within a certain distance to the player. As far as I can tell the math is sound, it's a simple check to see if the distance is less than 5000 and greater than 450.

    Another check to see if it's less than 450 should stop the movement.

    Please note that the path finding TO the player works as expected

    Code is below, hoping i've missed something basic but if not, any suggestions?

    Cheers,

    Matt

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  • The System->XXXX = 1 events need to all be separate events.

    you have all 3 in one event so it is checking "is it 1, is it 2, is it 3" all at the same time

  • No problem at all

  • Just answered something similar to this on another thread;

    Using global variables:

    Global Variable XXXX
    
    event - On enemy death -> Set XXXX to Round(Random(0,100))
    event - if XXXX => 50 -> CreateObject.YOUR.POWERUP.HERE    (so if the variable is greater or equal to 50, spawn a powerup)
                                              Set XXXX to 0  (and reset the variable to be safe it only spawns 1)
    [/code:25uncbt1]
    
    So what you have is 1 variable that you randomise between 0 and 100 on the enemy death.
    If you then check if it's greater than or equal to 50, this will give a 50% chance for spawning a powerup.
    Best to always reset it to 0 after you've spawned one to avoid any chance of accidentally spawning 2.