lionz's Forum Posts

  • It's unlikely to be a bug, can you share what you did ?

  • That doesn't look like the level is scrolling, more like a standard platformer where the camera is following the player but an enemy is constantly moving towards you. Which bit do you need help with ?

  • Combining waits and loops and functions can be problematic and cause bugs so I try to stay away from that. To have more control with the timing and reducing bugs I like to use an approach such as : every X seconds, so you can control the speed - play array.at(var) where var is a global variable. Then underneath add 1 to var.

    Because this won't work in the same event as the button press you would put it in its own event activating it with another global variable that works as on/off. You set it to on with button press. To stop the var from counting up forever you also have a condition that global var is not greater than array.width (the number of values), else set counting var to 0 and on/off var to off to reset.

  • The confusing bit is the design, if it fades in when you approach and fades out when moving away then why do you want it to fade in and appear at the start of the game? Unless the player begins by overlapping it then it should fade in anyway based on the events.

  • You use Families when something applies to all object types within the Family. If you want objects in the Family to do different things then you pick the individual object types. It only makes sense to use LOS at the Family level if all object types within act the same way.

  • You have to create the banner again, it is destroyed when you change layouts, it is also destroyed when you use the hide banner action. You should create it again on start of layout. You can't create multiple banner ads or 'get flagged by admob'.

  • I like to use 'floor' to round down and it should work well here, 10.99 = 10 and 1.99 = 1 etc.

  • The instance variable should be on the family level.

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  • Easy fix is to move to Construct 3 lol. I guess you could add values to rows of an array and pick a random row.

  • Looks like you've already done most of it though? When you shared events you did miss out some important ones such as open build menu function which I assume just displays possible units to build. Also the click on build unit logic for when the variable is equal to 1 is missing but I assume this prompts the Yes or No options. Also we can't see the event for when you select Yes and No and what happens but I assume when you press No it destroys/closes everything. When you press Yes you use the same check event but where variable = 1, then you destroy the current unit overlapping it and spawn the new one (stored as variable).

  • When they select the unit to spawn you can store that as a variable. When they select Yes you have conditions against that variable to spawn the correct unit, you'll also need to use the store block ID again to spawn it on the right block.

  • Sure but you didn't say that in the post, you said there are two modes only, a normal mode that contains all the words and another easier mode which has words up to 4 letters. For this you can easily create two files to load.

    If you're now saying that you need to draw certain words from the list and customise it then yes you can run through each value and compare len to a variable. If I was doing this I would still use files because it sounds like a game where you know the required list of possible words before a mode begins so therefore you can create lists and load them.

  • Assuming you load a file into the array, you would create a different file (list of possible words) for each mode. So the filtering process you describe is done already with the file.

  • If you give them Persist behaviour they keep their status when you restart the layout so any collected would stay destroyed.

  • I didn't see you use an instance variable. If you want to set the text to global variable you would use just the global variable, it doesn't come under person object.