brunopalermo's Forum Posts

  • It's hard to say anything without more details...

  • urkokan, check the other thread about best practices related to text updating. I left you an answer there. :)

    And, as dop2000 mentioned, effects might be the problem if you use lots of them.

  • I normally suggest that you avoid "Every tick" actions when updating GUI. Usualy the best practice is to have a Function that updates the GUI that you call whenever it needs updating, that is, after events that change one or more information shown.

    On updateGUI
    -------+ TextScore | Set text to "Score: " & score
    -------+ TextGoldDiamond | Set text to golddiamond
    ...
    

    Hope this helps.

    Cheers!

  • Bullet behavior most of the time will be accurate, but some bullets will definitelly run astray and I understand that may be a nuisance depending on your project.

    Physics behavior is usually more accurate and can use "Circle" for "Collision Mask". The problem with Physics behavior that might not suit your project is that bullets WILL collide with one another, since they're all physical objects in that context.

    Hope this helps.

    Cheers!

  • You may use any kind of cloud storage. You'll have to call it via AJAX and send the same information you have as local storage to the server. Also, you could check for the local storage before loading, if it exists, just use it. Thus, you save on data using by only loading from the server when no local data is available.

    Cheers.

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  • I was using the Text Editor to edit my .json project file, which is basically a JSON array. After I closed the tab and reopened it it's now stuck on the Array Editor.

    The thing is, I'm using a tridimensional array to store my levels. X is the level, Y is the Tile Y position and Z is the Tile X position. Using the Text Editor I have a perfect view of each level, what doesn't happen in the array editor.

    Is there any way to force Construct 3 to open my JSON file on the TExt Editor as it was previously doing?

    Thanks in advance.

    Cheers!

  • So... You want the images in an array to be displayed in a random order, right?

    When you draw the screen, pick the array item randomly and pop it out of the array, so, each one is shown only once.

    Cheers!

  • Could you elaborate on that? I'm not sure I got what you're trying to achieve... Sorry.

  • I believe klabundee was just simplifying the instruction.

    These are actually two actions:

    Every X seconds:
    --Spawn bullet;
    --Set bullet angle to angle(bullet.X, bullet.Y, enemy.X, enemy.Y)
    

    You spawn the bullet and afterwards point it at your enemy (if the bullets are suposed to aim directly at the enemies).

    Hope this helps.

    Cheers!

    Waits inside loops can mess the order things are executed. I think someone already mentioned that here.

    In my opinion you're trying to fix something that's fundamentaly broken. Like I said before, I don't know what you're trying to do with all this engineering, but I'm certain there are better ways to do it that don't involve geting waits inside loops.

    If you can share more details, we may be able to help you on that.

    EDIT: And I insist. TIMERS are normally better for achieving what it seems you're trying to achieve.

    Cheers!

    The purpose of the waits were to temporarily stop loops and whiles (...) to update a progress bar or some such.

    I'm not sure I understand the idea here, but, if this whole engineering is to update a progress bar step-by-step, you should consider using a timer.

    Cheers!

    Doesn't seem to happen here, Fengist...

    Check this file.

    You don't need any "wait" for the functions to be executed in the correct order.

    Without seeing your file is hard to tell the problem, but something must be messing up your logic...

    Cheers!

  • Also, I noticed you were asking about a chance reward on another thread, so I added the functionality here. Just click the enemies to destroy them. They will give a coin (70%), armor (20%) or a special reward (10%).

    Cheers!

  • Hey!

    Here's an example. Click the buttons to change level. At each level it will spawn a number of enemies determined by the array "arLevels".

    Level 1: 2 squares, 5 circles, 0 triangles

    Level 2: 3 squares, 3 circles, 1 triangles

    Level 3: 5 squares, 2 circles, 3 triangles

    Let me know if you have any trouble understanding the code.

    Hope this helps...

    Cheers!

  • It would be easier if we could see your file, but, speaking in general, you just tell the game to spawn different monsters on different levels. You could have an array with the list of monsters to spawn in each level and load it from there.