lionz's Forum Posts

  • Notice the function doesn't pass any parameters through it so it defines some variables and lists the exact same events I described above. I feel like you could've created those events by now. Not sure much time was saved here.

  • You need to get into the habit of using one object, not many lock objects. You would give the lock an instance variable for level which is a number that relates to that level. I'm interested to know what logic you used to determine which level was finished and which lock to remove.

  • hi, looks like setting those variables to 1 or 2 does not relate to anything else in your event sheets. Also the variables are set to 1 and 2 by default which would cause problems.

  • On start of layout, wait random(x,y) seconds, create sprite.

    On sprite created, wait random(x,y) then create sprite at x=random(x,y), y=random(x,y)

  • Well it looks pretty amazing and I feel like it could be more than just wave game with points accumulator, could be expanded into so much more! I would love to see this as a mission based game mmmm. My FPS is a steady 30 on lower spec comp and 40-50 on a higher spec.

  • I think by default you wouldn't think to use quotes on a variable name. Maybe if you started using the text object and got a little confused but I think once you had done this once then you would be aware of it.

  • Your logic should work with a tweak since Squad is likely a local or global variable, so your logic on the other ships should also be set squad to Squad, not set squad to sprite.squad. Another way of doing it since you are doing a function is determine the squad number before you call the function then send it through function as a parameter. Then every ship created in the function can be assigned param(0).

    To actually calculate it there are a bunch of ways to do it. Easiest way is probably on enemy destroyed, take its squad number and then determine if any other enemies with that squad number exist. If no other enemies exist with that squad number then grant the bonus. But that's based on the gameplay and if enemies can die in other ways that do not grant the bonus or if they die off screen.

  • Kyatric website bug or was the French manual never available?

  • How have you done the movement logic so far? You could use instance variables to define a certain direction or type of movement, and you pick the enemy at the time of creation to assign the variables. You could say on created, give variables choose(0,1) either 0 or 1, then have logic if variable =0, set angle 0 if variable=1, set angle 180, this in its basic form would allow an enemy to move left or right on creation.

    By at the same time I assume you mean the speed of movement, again you can define this in a range on creation, the issue you have is probably nothing is defined and all enemies are created with same speed, you can say on created enemy set movement speed to random(300,500) for example to give it a speed within a random range.

    As for stopping when it reaches the player, this should only really apply to the enemy that reaches the player if the logic is done right. For example if you had enemy overlapping player, disable movement then this would only pick the enemy that is overlapping the player.

    Depending on how complex the game is, what I like to do, and I guess others, is to use instance variables as states for "walk" "attack" "stop" etc. You can define this with functions where you send the enemy's UID through the function to ensure it is that specific enemy to do the actions and then you run the relevant logic for "walk" "attack" "stop" etc

  • Yes add another condition to variable=1, 'trigger once', it's under system conditions.

  • How do you trigger the create object action? There is a condition 'trigger once while true' also under system, you can use this.

  • Well whatever you want to alternate between you can set a variable to choose(x,y,z...) command to pick from a number of options. Then you say if variable=x, do this, if variable=y do something else.

  • Sorry, not sure I fully understand that question. Do you mean alternate between two objects being created? Do you mean do not overlap in their position when created?

  • The create object action has x,y co-ords you can set a random x or y in the same way. Also I should note random also picks decimals in range so if you want specific you can use round(random(x,y)) to make it a whole number.

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  • Do you mean the creation time should be random? Replace the 3 with random(x,y) to create a random time in a range.