lionz's Forum Posts

  • 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'

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  • 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

  • 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.

  • Call the function every X seconds so it's outside of the function.

  • This is still vague, is it a secret? If it's different sprites on a selection screen and all events apply regardless of which is picked then you can put all those objects in a family and apply events to the family object.

  • You can't increase the objects from another layout however it is possible to return to the layout and they have the same variables as when you left if you give the objects 'Persist' behaviour.

    If you want them to grow while you're in another layout you would need to use global variables or an array, or another option is to make them global objects but they are invisible but that is a strange option to go for.