dazedangels's Forum Posts

  • That's only level 1, the rest won't be evenly spaced and there will be other things that come flying at the sprite. I need it to add one to score each time the sprite goes by the platform. Next, the score will need to add 1 after to goes by a falling anvil. So it needs to add 1 to score when whatever it gets passed something.

    I know there is away, I've seen it happen before, I just can't figure out how.

  • C3/Mobile Game

    Every time the fairy makes it by the platform the game should add 1 to the score.

    If I have trigger once while true, it only adds 1 to the score - Ever! It doesn't add 1 to the score again when the fairy makes it by another platform.

    If I remove trigger once while true, well you know what happens then, it adds 980234532198457+ to score every time the fairy makes it by a platform with crashing in to it.

    I have it set to every tick set text to score, which you probably guessed.

    How do I tell the game each time the fairy makes it by a platform add 1 to score?

    drive.google.com/file/d/1la4UwGKxrqMJYOfrY6nIq0rH2amkHbqa/view

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  • dop2000,

    Oh! I thought of that, but I put it in On start of layout, thinking it needed to see it right away.

    That makes much more sense. Thank you!

  • dop2000,

    Thank you for the reply.

    I've been going over the demo you made and I'm confused (not surprising lol)

    The demo holds the level unless it's closed, then when it reopens it starts at level 1 again.

    I think that on the intro layout I need some kind of logic in system > go to layout, but not sure what to put so it starts at the last level. Unless it needs something on the game layout like when game opens check max level and start there.

    Any hints?

    Thanks again.

  • C3

    I started this last week, went around in circles and then rethunk it.

    Do you need a menu to do different levels?

    This weeks challenge is to learn to make a game with many levels using just one layout, a couple of event sheets (just to keep everything organized) without a menu.

    What should happen is: the app opens, the player sees the intro screen. The player clicks start and goes right to the level where they left off.

    So right now, the player clicks start, enters the game at level 1 (All Good). The player clicks Win and the win sign ups up for a second. The score goes to 1, the level goes to 2 and then the yellow block appears (a visual indication it's level 2). (Just as it should)

    That works perfectly. But when I click Win again, it doesn't go to level 3 and the green block doesn't appear. It works from level 1 to level 2, but not to level 3.

    This isn't the game, this is just working out how to make the game:

    drive.google.com/file/d/15D-F8pMaPXW_V3ciOvWQM7_tMaNOSMYl/view

  • Von Perkele,

    Thank you for the reply. First thing I'm doing today is rereading clamp. Thank you. I'd forgotten about that one.

    I started rethinking this last night.

    Would it be better to do something like when the score reaches 100 > do whatever cool reward thing, then local storage saves the data and sets the level to +1?

    I do that with games where I have many layouts and event sheets, but I think it can be done when using just one layout and one event sheet. Not exactly sure how, that's today's project (after I reread manual on clamp).

    Then use the clamp idea that you gave me to do this:

    level 1: just avoiding small girder. Level 2: just avoiding longer girders. Level 3: the same as level 2, but faster. Level 4: slowed down again, avoiding the longer girders, but with swinging blades.

    ..... and so on with each level adding something new, going faster or slower.

    I tried using: if local storage has saved the level as level = 3, action: run the larger girders at the faster speed, but that doesn't always work. I'm going to go read up on clamp, I think that will work better than just the level = 3 do this thing.

    Please, if you have any addition thoughts, please let me know.

    Thank you so much for all your help.

  • von Perkele, rafaeltrigo,

    Thank you all so much. We need more of this - different ways to do the same thing.

    ,

    I've spent hours, far more than 5 minutes, playing with this program. I try every example I find online. This doesn't come easy for everyone. I look at these options, try to put them together and they don't work as described. Tile movement works great until you add drag and drop. Solid doesn't mean solid and the manual isn't helpful - I've read it. We need more examples (challenges) like these so everyone can learn, not just people who learn from manuals.

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  • Von Perkele,

    Thank you for the reply.

    I'm thinking something like the formula below for levels and scoring, but I don't know if I should put it in Compare two values OR Compare variable either of them will accept the < - I may be over thinking this.

    high score >= 0 & <100,

    spawn X

    high score >= 100 & <200,

    spawn X + increase spead

    high score >= 200 & <300,

    spawn X & Y

    high score >= 300

    spawn X & Y & Z

    I get the graphics online. Some free, some I buy. They're all for commercial use.

    BTW Any idea how I can tag you? When I try I get someone else. It seems the space causes an issue.

  • Von Perkele

    Thank you for your reply.

    I am using a demo from the swing copter tutorial this time.

    Hoping to use rafaeltrigo demos to learn how to scroll better. Seems I never quite get it right.

    Thought I'd try to make a game out of it.

    drive.google.com/file/d/10tEkg3wK6K-M71_W5bYJy3QkoJyPI4xz/view

  • rafaeltrigo,

    What am I doing wrong? It almost works, but skips.

    I change the name of the background in your template so I could just copy and paste it into my game. I changed the size (which is always what trips me up)

    Your screen is: 1920 x 1080 And image is: 1920 x 2160

    Mine screen is: 432 x 768 And image is: 432 x 1536

    So changed the Set Y to ... to about 15 different things, but no matter what I do, it still skips.

    I know it's in the size. Math hates me.

    youtu.be/zOxTTgMZYG4

  • Thanks for your reply.

    I'm making something like swing copter. The player goes up. Click and the player goes right, click again and it goes left. I followed this demo: construct.net/en/tutorials/swing-copters-from-ground-1325

    I'm thinking the level would be determined by the highest score, maybe?

    And no level map, just keep moving forward.

    Does that sound right?

    I'm not positive how to keep the new challenges for the next level to keep from spawning on the previous levels. I've tried global variables = X when highScore variable = Y before in other games, but it didn't work so well.

    I'll start looking for high score demos.

    Thanks again.

  • C3/Mobile game

    I need some help thinking this through.

    I did the follow along with the swing copters demo, now I want to make it into a game with different levels with new stuff each level.

    The thing is with that game it starts out hard and just stays hard.

    I want to make a game that starts out easy then gets a little harder as the person advances. The harder it gets the more rewards there are to collect that keep you alive and allow you to continue even if you die tragically.

    For a mobile game, would it be better (memory/size wise) to make lots of layouts with lots of event sheets or would it be better to make 1 layout, 1 event sheet and a bunch of variables to track everything?

    For me, lots of layouts w/ lots of event sheets would be best for my memory, but I want to do this right.

    Thoughts?

    Image of sample idea progression below.

  • rafaeltrigo,

    That's Awesome!

    That is what I've been working on all day!! The car one, were they backgrounds scroll and different speeds - that's amazing!!

  • rafaeltrigo,

    Thank you for the information, I saw several of them, but unfortunately most of those are very old and refer to C2.

    I've been using C3 for about a year now and have found that many old C2 tutorials are lacking when it comes to C3. And in this case, most of those applied to Flappy Birds, which wasn't what I was looking for. None of them show how to use 3 (or more) extra long tile backgrounds, changing every image, scrolling in row when the background is larger than the screen.

    However if someone is ever looking for Flappy Birds builds or basic scrolling backgrounds, this post will help them even more now.

    Thank you for searching.