lionz's Forum Posts

  • Do you really need 3 to 5 people making construct events for this? Why do you need more than 1 person?

  • Yep will only work if you move the instance variable to be a family instance variable as mentioned above. You have to careful when moving it if you are already using it in events. Once it's a family instance variable, the objects inherit it anyway, and you can pick family with family.variable.

  • Well the first question is, is the choice of monsters determined by them being clicked, is that the gameplay? If it's always the same set then you create an array without clicking on them. If the gameplay is to add them to the array and spawn what was added then fair enough, but I don't see how a number relates to a monster type? You should then create a monster and set the instance var to some random entry in the array I guess.

  • If you use system pick a random instance of 'family' then it should pick just the one random instance for 1.

  • 5 events unless you add them all to a family and change the moving variable to a family instance variable, then you can check for each family object, where family.moving is 1.

  • Not sure what you're trying to do and the explanation is a little messy. Can you explain what you are trying to do more clearly? The logic doesn't seem to do too much except add numbers 1-6 to an array in a random order based on clicked enemies. The spawning just creates a monster object.

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  • Plays nice. Maybe I can help you with the English localisation, it needs some work.

  • You don't wait I guess, but use a counter variable. When you press space you show a message, then add 1 to variable. So next time when space is pressed, you can show a message based on var=2 etc. Or if you are doing random messages then instead of a counter set it to a random value.

  • Is going through walls really a problem in a 2D game? Usually the player is a box and you play a sprite animation. Even if the weapon was attached separately, overlapping a wall wouldnt be an issue, either you push against a wall and he plays a different animation and the weapon moves, or you can overlap the wall. If you chose to have the weapon separate from the character as design then I don't think making it solid is a good thing to do.

  • Usually the player body and head are the same object, is there any gameplay mechanic reason why it must be attached separately?

  • Yes...so it didn't work?

  • Just looked at the file. Yeah a local variable counter is a nice idea and compare with number of expected correct answers.

  • Well there is a condition 'is on screen' but the fix for this is usually to add a system 'for each enemy' so it checks each one.

  • Well the compare will work, but in terms of saying something matches, you are changing the animation frame of a tick to determine this yeah but the tick doesn't relate to anything. So the output will be like TrueFalseTrueFalse within the loop but then you change the animation frame of a tick which needs to correspond to the co-ords you're currently checking. Sorry I've not downloaded the file I'm out right now just lookin at this.

  • Instead of the changing Y co-ords use 'loopindex' and put it inside a for loop from 0 to array.length