lionz's Forum Posts

  • You've phrased the questions like they are in reference to a file but you haven't shared one.

  • Ah I missed out something there which may have confused you. You need a global variable that acts like a counter, then when you create enemiround object you set enemiround.variable to global variable (so 1), then you add 1 to global variable. Next time enemiround is created enemiround.variable will be 2. The reason its setting all crystals to same number right now is probably all enemirounds have the same number and I didn't mention you need to increment it.

  • The width of the array is the amount of X. Since you are pushing onto the back of X then last pushed is array.width-1 (because width includes 0, i.e. when you have only one array entry at x=0 then width is 1)

  • Correct it has no meaning in English

  • It's not a word, Challenger?

  • Don't use IID. Use an instance variable on the enemiround object. IID can change as you destroy one so that's not helpful.

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  • So directly under the spawn missile action, you set missile.ID to enemiround.ID

    Then when enemiround destroyed, you say system pick by evaluate : missile object, missile.ID=enemiround.ID, destroy missile.

  • You're pushing counter into the array which is 2, but its position is 1. counter,1 counter,2 etc don't exist, you need counter-1,1 counter-1,2 i guess. Other than that you had the right idea.

  • If you do the logic in the correct order it should be fine :

    Box : spawn crystal. set cystal.variable to box.variable

    On box destroyed : pick all crystals where crystal.variable=box.variable, destroy crystal

  • Main problem is event 21, which is pretty much always true and sets the animation to stand which is going to interfere with other animations.

  • Take out the key press. If it's a system that must be switched on with Q but then lock on constantly, toggle a boolean on and off with Q. Then use a condition if bool=true for the lock on logic.

  • Post a screen of the events or share the C3 file

  • You give the box an instance variable, some kind of ID number. Then when it spawns the crystal you assign this ID to the crystal also as an instance variable. So box.ID=crystal.ID, they will be the same number. Then when box dies, you say pick all crystal where crystal.ID=box.ID and destroy crystal.

  • Checkbox button 'is checked' : set start button enabled

  • What's the area limit? It's set position to random(low,high), random(low,high) for x,y.