lionz's Forum Posts

  • If you want enemies to stay destroyed then you can use the Persist behaviour. If you want the character to spawn somewhere else you need to store the co-ordinates somewhere and use them when returning to the layout. This isn't really related to an inventory system though.

  • Yes Monaco is great!

    "As a result, we’ll soon be ending support for the Public folder. Dropbox Basic users will be able to use the Public folder until March 15, 2017. After that date the files in your Public folder will become private, and links to these files will be deactivated. Your files will remain safe in Dropbox."

    Soon all the shared files like .capx examples in older posts will be made redundant. Not fun.

  • Sure, just send me $500 first..

  • I always loved the Rollercoaster Tycoon series. And I actually prefer the 2D isometric fake-3D style (like in RCP2).

    Yeah I like that style but tough to make in C2. I've seen some examples about for isometric, usually very complex. I'm trying a standard top down view for mine.

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  • Well, I'm kinda winging it too, since I'm only a starting and an indie developer, winging becomes part of the job. But I'm enjoying the process of making games. But also treat it bit like a business or work. It is work after all.

    But RTS is always interesting too. Not sure what you have in mind though.

    Command & Conquer style, just using that as a base idea. I'm reusing the construction grid stuff from the theme park idea and I've since got units grouped and moving to locations and attacking buildings. Was a busy weekend.

  • As long as you don't run any events that cancel each other out then it should be fine. In general the grouped logic will be for separate things and won't start altering variables required in other areas. Just be aware that if you see any bugs involving variables then it could be the ordering but you should be fine.

  • Done with a variable, you pick the item and you set the variable on the player or globally, i.e. blue=1, red=2, green=3.

    Then its Player_Base - Platform is moving

    condition: if variable=1 play animation bluesuit_run, if variable=2 play animation redsuit_run etc

  • Set up 3 functions that run each event. Use choose (1,2,3) to pick one at random. I guess have him going to a base location after each one is chosen in case the same one is picked. Each function will just simulate the movement for the boss. Only issue comes if the boss can be obstructed in some way, if he takes damage will he back off and return to the base position? You could do that and then pick an event again.

  • Ah I just ran a test and I can see what's happening. It's only comparing against previous IU tiles and not always picking the new one. Put your x,y checks within a For each IU tile event, that way you know it's checking adjacent tiles on every IU tile.

  • Seems alrite, are the tile positions definitely +/- 100 of each other. Launch in debug and check the co-ords, clickable won't be true if it's slightly out. Change the opacity of clickable tiles so it's easier to see for testing.

  • Just delete the frames that you're not using on each animation?

  • The above will change the general speed of the bubbles every 20 destroyed, is that what you want?

  • Probably some logic error but it's impossible to tell without an event sheet. can you post a screenshot of the event sheet, the game screen or a link to the capx?

  • Set up your events so you have on bubble created speed = globalvar1, where default is 300. Separate from your score have another global variable, globalvar2 that counts up with the score. Then set your event when globalvar2 = 20, add 50 to globalvar1, and reset globalvar2 to 0. This means every 20 bubbles destroyed, it creates a bubble +50 speed.