lionz's Forum Posts

  • Instead of loading ajax.lastdata directly onto the tilemap you can set it in an array and then later on use array.at(x,y)

  • When downloading the file use .TilesJSON and then use the Load action instead of Set.

  • On card tapped you set the next free slot to the card.value. You would need logic to work out which slot is free, or if card data is stored in an array which is common then you can use a second small array for the slots and add the data for each card tapped to the second array.

  • on start of layout you map all attack strings to their respective functions then you can call the function using enemy.variable as the string. Check out the manual as it has an example project.

  • Under Project Properties bar, you can change 'Loader style'

  • In what sense are you using push back value? Usually you would have all trophies in an array and in another column set the value to a yes/no on whether it is unlocked. If it was implemented like this then you could say if they are all yes then displayed unlocked image.

  • That is the code. Take BESTSCORE, divide it by 100. use floor to round it down to the nearest integer. Multiply by 100. The result is POINTS.

  • What does this have to do with an array, are you missing some info?

  • You can add points to it if you right-click on the box and add point

  • Set targetId to loopindex

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Depends on the design of the game but sure start with something like that. The for each only assigns to the enemies that exist on the layout so it works for any number.

  • Not sure exactly on the system as I've not played those games but assuming like most turn based RPGs where they are set positions you can use variables so on first press you're at position '1' and then press it again you're at position '2' etc.

    You could also use something like 'for each enemy (ordered by X)' which would pick each enemy in order across the screen and you could assign them variables 1,2,3 which relates to the above.

  • Not sure how it can be explained further. If you are using 4 different objects not instances then put them in a Family. Look up Family in the manual if you don't know how to create one. Then the logic is system pick a random instance of 'Family'.

  • Each time you can use 'pick a random instance' under system conditions

  • This is exclusive to your own project, we would have to see it to help with this. You could be going to a blank layout.