Just store the scale and only set it if it is larger than before:
http://www.blackhornettechnologies.com/Construct2Stuff/FruitishNinjaScaleB.capx
Just do it manually. Generate a random int, and use If Else to decode the value and create each type based on the value.
It can be a variation on this:
http://www.blackhornettechnologies.com/Construct2Stuff/FruitishNinjaScale.capx
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Yes it does.
I've never seen or heard of this folder before. C2 doesn't create it. That seems to a be a FrontPage folder.
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You have to use For-loops and do it yourself.
http://www.blackhornettechnologies.com/Construct2Stuff/ArrayScore.capx
It wasn't clear what sizes you are using. You said the final version would be 3,2,2, but if you didn't change that now, the default would be 10,1,1, which would fail to work at index 1,1,1.
Indexing starts at 0, not 1, so you should be starting at 0,0,0.
You need to go to the layout, and then 'On start of layout', do the rest of the commands. You can't affect the other layout - you have to go there first.
They are just called Graphic Adventure games. Text-based would be Zork: https://textadventures.co.uk/games/view ... hz_vq/zork
https://en.wikipedia.org/wiki/Adventure_game
You can using the Fade behaviour with a Wait of 0.666 and a Fade out of 0.001. Leave Destroy after fade.
I just logged the text to the console and copied it. I don't know how to generate the actual characters from the keyboard. For control, alt, etc., they return strings, not characters, so you are going to have to search for those strings first, and convert to some special character that can be mapped in SpriteFont. 'Shift' is not reported as a key code.
I didn't realize the arrow keys do actually have characters,←→↑↓, so there is no problem there. See what string comes back from each key and use that, as long as it is only a single character.