lionz's Forum Posts

  • Not sure what your trigger event is meant to be for spawning wood so I set it to every 2 seconds. This is the logic for matching wood to its own dispenser. https://www.dropbox.com/s/ytkppgcc6b0hf ... .capx?dl=0

  • Alright np, could've deduced that with the capx anyway, which would've been the next step!

  • Check in debug mode on the left to see if hundreds of things are spawning every tick and possibly not being destroyed. If the image for the bullet is huge and being spammed it can also cause performance issues. If you can't see anything then you can share capx for easy debug.

  • Usually I would give the wood spawner an instance variable, a kind of ID, so the first one var is 1, second one, var is 2 etc which you can pull from the wood spawner's own IID (instant of that object type). Then any wood spawned from it, you can set an instance variable on the wood to match the spawner. So something like spawner - spawn the wood. Wood set wood.variable=spawner.variable. Then any wood marked as 1 has come from spawner 1, marked as 2 from spawner 2 etc.

  • Either use physics behaviour or have an animation of a boulder falling set on a sprite with bullet behaviour or just moving down Y axis.

  • Just make use of random or choose, If you set angle to choose(0,90,180,270) every X seconds then it will fire in one of 4 random directions. You can do this with speed, setting it randomly as often as you like. If it's preset patterns you can do this with functions, randomly call a function which leads to firing a certain sequence of bullets. A spiral pattern would be something like every tick fire a bullet and set angle to angle+1.

  • It's because on one of the repeats the sprite count will be 7 and 8 at the same time, therefore being valid for both conditions in C2's top-down structure. Sprite count will be 7 and create a hex based on the first condition, then once this is created, sprite count will be 8 and be valid for the second condition, creating 2 hex in one loop. As for an actual solution, hmmm *working on it.

  • On the object you can use the spawn action to spawn a chunk of wood. You can give it physics behaviour so it falls or set it to a bullet at angle 90 so it move downwards. You then destroy the wood by whatever event you are using, hitting the floor or something. Then use the event trigger On chunk of wood destroyed > spawn chunk of wood on object.

  • Ooo how nice, and congrats!

    You could create a new layout (Layout 2 I suppose) for the announcement screen, then..

    Condition: System > Global Variable Score equal to 10

    Action: System > Go to layout (Layout 2)

    Add the text and images, whatever you want, to the game over Layout 2.

  • Yep, it's easy when you know how! Good luck.

  • Have an event sheet for Character, with all the generic character events. Then on your event sheet for Stage 1, right-click, include event sheet, Character. This Stage 1 event sheet now acts as though the Character events are also in there.

  • Yeah 2. Every layout has its own event sheet for stage-specific stuff. Anything to do with characters, inventory, menus, other general stuff can have their own event sheets and be 'included' at the top.

  • Do you mean an X that you have made yourself? If you mean closing a browser then I don't think there's a way to catch that, probs set up saves every so often.

  • Ah my first idea was right, collision is only over the head, not down over the beam. You'll have to stretch the collision box all the way down to where damage should be taken.

    https://www.dropbox.com/s/e456jlklao3io ... e.jpg?dl=0

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  • It's system > compare Global/Local variable or object > compare Instance Variable depending on which it is. System compare TotalPizza = PlayerHP > do action.