lionz's Forum Posts

  • In terms of what? You would have to make some graphics. You can unlock levels based on global variables.

  • May need some tweaking but something like this should work. You limit where the Sprite can be dragged to.

    https://dl.dropboxusercontent.com/u/495 ... drag2.capx

  • It's possible to limit the Y of the player when you overlap the yellow blocks. How come you drag a large sprite in this game and not the player, is this to simulate dragging up and down on mobile or something? Feels weird with a mouse but maybe it works better on mobile..

  • You could have player 1 enter the question into a text box then press enter. Then have some textboxes following this for entering answers or choices. You can store this data as variables if you want. Then have the question displayed with the choices for player 2.

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  • Yeah Global Layers might be useful, just apply the effect once and you don't have to do it every layout which is tedious.

  • They're trying to path towards the array location before the array has been filled (or essentially at the same tick). There's no wait anywhere so they all path towards 0,0. If you add a brief wait you'll see they path towards the array loc. However the logic in evt_neutral is still kinda flawed, you'll notice all pop head towards the same work because you haven't assigned pop separate locations, it loops through Population and WorkStation but doesn't pick each pop in turn and assigns them all the same loc.

  • I don't think so...now stop being lazy and assign an effect to the layers you want : P

  • If the objects are already in the layout then they should be preloaded fine and the transition should be really fast, especially with only 30mb. Are you creating the objects in run time for the mini game? There could be lag if you are transitioning to a blank layout and creating 30mb during the actual run time. A good practice is to put everything you need for the layout in the layout view then destroy what you don't need at the start of any layout.

  • Pick all instances, if on-screen add 1 to a global variable for each instance on screen. Check every tick. If global variable ever drops to 0 turn off the audio. Is how I would do it. There are a few ways though. Rather than add to a variable you could probably use picked count in the comparison as another way of doing it.

  • Whether you are disabling the behaviours, which isn't possible with these ones, or using 3 different bullets, seems like about the same amount of code. i.e. not much

  • Hmm it's not totally clear what you're asking for. If I'm understanding it correctly you can set up a completion % as a global variable and display it in text. Add to the % as you complete certain objectives in the game.

  • It'll be something to do with the logic as pressing Z key will work instantly.

  • Then you probably need three types of bullets. One that collides and bounces off a wall, one that is destroyed when it hits the wall and one that doesn't collide with the wall and has wrap behaviour.

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  • Any object in a global layer is global so you don't need to also make the object global. If you do this, it keeps the global object between layouts and then creates everything from the global layer as well.