lionz's Forum Posts

  • edit: just re-read that actually, seems like you have general pathfinding sorted and that ideas seems fine. Probably just a bug somewhere..

  • >

    > Just realized I could do a random roller for several different instance variables.

    >

    Yep looks like you've got it now.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • You can definitely do what you are trying to achieve, I'm just trying to get to the bottom of it lols. When you spawn the ship, of any type, you can set the shootspeed instance var to random(10,20) which would be a random value 10-20, and different for each ship. There are various ways to do this. You can do this with a family instance variable if it applies to every ship. If it's different speeds for different types you can say on Type A created, set instance var to random (10,20), Type B to random(60,80). This is how I would do it myself but there are many ways.

  • Instead of using every x seconds can you give each ship on created its own variable which is the shooting speed and use this? Does the shooting speed alter for each individual ship during the game? I can't tell if you're trying to mimic randomness with every X seconds or if there's a reason behind it.

  • This is really confusing, what do you mean by shot spawning and picking a random instance of that sprite? Are you talking about firing bullets at ships and picking a ship to fire at? What is the game?

  • Can you provide examples of your previous work?

  • People lean towards using layers because they likely come across problems with going between layouts and values start resetting and they don't know how to handle it. If you are comfortable with layout transitions then I tend to use separate layouts for main menus, and make use of layers for in-game UI, boxes and dialogs that are likely to pop up.

  • Yes, that would be an identical solution.

  • It should just be On Drop > Destroy. The behaviour handles all of the dragging and dropping without the need for touch events. The touch commands you're using are for general touch and can be represented by mouse clicks, which is why you need to click on the object.

  • For Pong I guess you would set the bar's Y to the Y of the ball and to adjust the difficulty you put in delays for its speed in getting to that Y.

  • Yeah, by using arrays. Search 'inventory' in the tutorials.

  • Because the two scenarios when you are releasing the Z button are already covered by animations : moving and not moving. You'll have to put a timer in or something when releasing the Z button to allow the attack animation to finish before playing the other anims.

  • I think you're looking for 'Is on floor' instead of 'On landed'. 'On landed' is when the player first hits the ground, so you can't run at the same time as this.

  • Since it's a level editor I guess you create it in a grid format, then you could have a detection sprite, a kind of pre-stamp thing like they use in theme park games and real-time strategy. If the pre-stamp object that follows the cursor is overlapping an object already in the level then it can't be placed.

  • I guess you need a long layout where you just run across like a platformer, keeping the scroll to on the player and if you stop you die. You could mimic it by possibly doing when right key is pressed down, have the background scroll in bullet behaviour like you have there with things coming at you while the player character is static, so you are in control of the level moving. So basically whenever right key is down the bullet behaviour is enabled on the background and floor, then you spawn obstacles randomly, while your character has a running animation.