lionz's Forum Posts

  • Yes you can choose not to display values that are 0 but these are all just minor tweaks, no need to continue this thread really I would go on and test it out and come back if you require any major assistance.

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  • It makes some sense if it says +0, +0, +3, -1 in my opinion but you can choose to display whatever you want. Yes you can assign it to an instance variable on the weapon when it is created if you want.

  • There are different ways to do it. You could have the weapon choose(1,2,3), if 1 is chosen then it is a +strength item, if it is a +strength item then you pick a random value for the strength variable of the weapon i.e. strength=random(1,5), then if 3 is chosen its strength is 3, hence a +3 strength item. Then when the player equips this weapon, wherever the equip logic is, you add weapon.strength to player.strength so it'll be player.strength+3. You could actually put logic in to cover all values for all weapons at this point, since dex and vit will be +0.

    So on any equip weapon:

    player.str = player.str+weapon.str = player.str+3

    player.vit = player.vit+weapon.vit = player.vit+0

    player.dex = player.dex+weapon.dex = player.dex+0

    You can advance this further later on by choosing multiple initial numbers and assigning negative values so you can gain strength and lose vitality on weapon equip.

  • I guess you could do :

    On item created choose (1,2,3)

    if 1, s=true, v=true, d=false

    if 2, s=true, v=false, d=true

    if 3, s=true, v=false, d=false

    The true or false doesn't really relate to anything though unless you have some other logic setup. Rather than use bools you can have s=random value i guess.

  • Do you mean give a random value to strength, dexterity and vitality? Or do you mean choose either s, d or v to increase?

  • In Construct itself before you export the game. The main Properties bar usually on the left unless you moved it.

  • Hi, there is an option on the Properties bar called 'First layout'. You can set your initial layout there.

  • The logic is flawed somewhere around the enemy hp less than or equal to 0, that is likely where the bug is happening. If you kill two at the same time because it's a trigger once event it will probably only add 1 when 2 die. I would change those hp events to 'on enemy destroyed', it'll work a lot more efficiently for you. You could even put all enemy types into a family called 'enemies' and say on family 'enemies' destroyed then you only need one event. There will always be a reason for unexpected values, wouldn't make a habit out of adjusting for bugs like you mentioned with the -1 starting value, can only lead to more issues for you as you get further on with the game.

  • So you have your exporter then.

  • That is how system save/load is supposed to work, it save the state of the game at that point and loads it exactly as it was. Yes the audio can be fixed and no it won't have any negative impact.

  • Sometimes it can fail but it doesn't mean a bad export. Trying again usually works.

  • Pretty much https://dl.dropboxusercontent.com/u/495 ... ella2.capx

    Beware of events that override every scenario. If you say play an animation on platform moving then it will not matter if you're pressing a key later on while moving.

  • So it is a tower defense game? Looks good. Since you can't control the fighters I guess the strategy will come in with which building type to spawn. Is the distance a factor or can you place the buildings only in certain locations? I am currently making a game where you can move the characters to fight 1on1 like this but it's more about the construction as it used to be a theme park sim.

  • You are probably looking to use an array inventory, complex at first but useful once you know how. Check out the manual and some tutorials on how to create an inventory from arrays. If you pick up an item that's on the ground you would then add it to a slot in the array. The array can store the stats of the item etc