ikke2902's Forum Posts

  • Hello,

    I am trying to load a csv file into an array, but I am strugling to get it to work.

    Could you take a look into my capx?

    Thanks in advance

  • Take a look at the event sheet "Scoresheet" line 25.

    This line does two things

    Action 1) Keep saying the next level has value 10 (zero hearts score/unlocked)

    Action 2) Set the score (ammount of collected hearts) for your current level

    You need to seperate these two actions with a proper condition by checking the score of the levels.

    At 1)

    Check if the next level have a value less than 10 in the array. If yes, action 1) will be triggered

    At 2)

    Compare "current collected hearts+10" value with the stored value of the current level. If "current collected hearts+10" is bigger than the stored value, Action 2 will be triggered.

    Something similar has to be done aswell for line 26.

    Good luck

    -----------

    I feel like sherlock holmes now

  • Could you upload your latest capx?

    I'll try to take a look into it tomorrow when I have time

  • At lvl 1-1 if you try to pick up the upper heart, all three hearts will dissapear at once.

    Picking and destroying the oldest heart (lowest UID number) will teleport the newer hearts to the oldest heart position.

    At your event sheet "Level Sheet" line 14 is causing this issue. Simply delete that line will solve your problem. Cheers!

    Your game is looking great. Keep it up

  • I want to create level selector like angry birds or other games like that . So if you repeat same level all of those stars (or hearts) there but i want to save your best record on that level and update total stars or hearts at level selector .

    This video will help you

    I am taking a look in your capx now

  • 2) The code you have written should do as you want it. I don't know what can cause such issue. Do you mind to share your capx?

    1) Add a behavior "Persist" to hearts. Collected hearts wont reappear when you do the same level over again.

    There is an build-in example in C2. Simply open new project and search for persist.

    Take a look at this manual aswell https://www.scirra.com/manual/161/persist

  • Zathan The suggested manual by Tekniko answers your question. You can find it in the third paragraph.

    Take your time to read the entire manual

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  • I am not sure if I understand your question properly

    Is this what you are looking for?

  • Hint: Try search

  • Try the scroll to behavior with the action Shake

    https://www.scirra.com/manual/102/scroll-to

  • I think this will help you

    https://www.scirra.com/tutorials/358/as ... nts/page-4

  • You need to make a distinction between Conditions and action.

    The cooldown is part of the condition not an action, so you should not use the Wait action.

    There are 2 ways to make the cooldown.

    First method is using instance variable.

    Add Instance Variable to the player, lets call it PlayerCooldown. Its value should be zero on default.

    The player can shoot if the PlayerCooldown < 0 and lmb is pressed.

    When he shoot, the PlayerCooldown value will be set to Value X (in seconds)

    Make another event that will reduce the PlayerCooldown value to zero. An event condition like Every X seconds can do the job, Make it so Every X seconds, X value of PLayercooldown will be substracted.

    Method 2, make use of an add-on created by rexrainbow

  • Make 2 events

    1) Enemy=destroyed & Global Variable EnemyDeath<10 | add value 1 to Global variable EnemyDeath & destroy enemy

    2) Enemy=destroyed & Global Variable EnemyDeath>9 | Spawn power ups at enemy & Set GlobalVariable EnemyDeath = 0 & Destroy enemy

  • It is a bit hard. I am guessing what you want to do and what your problem is. Hopefully I am close to what you are looking for =/

    I think your game is spawning many BulletFX simultaneously. For me, the On create condition becomes a bit troublesome. C2 seems to be confused which one to pick during the On Create event when more objects are created in the same tick.

    What I do is adding an instance variable to BulletFX, let's call it TriggerCheck. TriggerCheck has value zero when BulletFX is spawned.

    Instead of On Create condition, I would do the following

    BulletFX TriggerCheck=0 | System create object etc.

    Wait 0 seconds

    Set BulletFX.TriggerCheck to 1