codah's Forum Posts

  • The moral is, don't pick your nose(s)!

  • Hey spacedoubt, have you read this article? I think it will help. If you have the full version, because it requires families.

    Edit: link

    https://www.scirra.com/tutorials/556/un ... o-families

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  • Welcome to the forum!

    For the first question, please do the platform tutorial.

    For the second, read 'how events work' in the manual, and then 'picking'.

    Also search the FAQ and the forum itself.

    Generally it helps a lot if you can provide your .capx (project) or at least a screenshot of what you've tried.

    These questions get asked every day.. you will get more respect (and more help) if you do some reading first. Good luck

  • You will never get Character with UID 45 picked, because you already picked 201. Other issues aside, you must do a 'System:Pick all Character' before the Pick instance with UID 45.

    Edit:

    Another question: Can we do local variables within functions?

    Try it and see (I see you've already edited your post about this)

  • Check event 12. It should be [quote:2rg38dtt]Inimigo: Life = 0

    so you pick the instance with the life variable = 0.

    Similarly check event 13 (and maybe others).

    You could also have the [quote:2rg38dtt]InimigoLife: Set text

    at the end of event 11, so it only updates when the life value actually changes.

  • The 'every tick' event is just a dummy/placeholder to remind you that it is executed every tick. You need this where you don't have another event/condition on which to hang your actions. You can just as well leave it completely blank. Or, have a 'dummy' condition as you described, but that might look silly (but that's subjective).

  • Check if the enemy.x is within range (say 50 pixels, or width of player, etc.) of player.x, and do another random respawn if it is

    e.g. if abs( player.x - enemy.x) < 50 -> try another spawn

    Or just check if the sprites are overlapping, and do another random respawn if they are (keep the enemy invisible until then).

    There are other ways too, like not spawning on the player's location in the first place..

  • The second form does give you more flexibility. I'm only doing 1 line of logging here, but you could do whatever you want.

    [attachment=1:193xsbwc][/attachment:193xsbwc]

    This isn't possible in this form:

    [attachment=0:193xsbwc][/attachment:193xsbwc]

  • Yep. So first state (difficulty) is 0, second state is 1, third is 2. Starting at zero is kind of the convention in coding, because it's useful in lots of cases (like this one).

  • "abc" & newline & "def"

  • If you're not opposed to using 3rd party plugins

  • its like you didn't even bother reading before you replied

    good luck with it

  • Global constant number NBR_OF_DIFFICULTIES = 3

    btntxt: Set self.my_state to (self.my_state + 1) % NBR_OF_DIFFICULTIES

  • Could use the 'Set color' effect. Or have a black animation frame and switch to that.

    Edit: wait, you said 'the whole sprite' but do you mean just the overlapping part?

  • Hello,

    I'm browsing for a game engine to use to make a Match 3 kind of game, like Candy Crush Saga. Construct 2 looks promising, I'm wondering if it is suited for making a game like this?

    Presuming my goal is to build an exact clone of CCS (which it isn't, but the requirements are the same), can Construct 2 do things like neighbor detection, momentum for falling blocks, etc?

    Bonus: Is there any open source code showing an example?

    If this kind of game can be done, I'll start reading the manual for Construct 2!

    Thanks,

    - Anthony

    It's pretty much made for games like this. Just put in the learning and the hard work, and you can do it. A quick search of the manual would show you the things you asked about.