lionz's Forum Posts

  • Global objects that are not destroyed will carry over to the next layout

  • Yeah just create your own with a sprite if you're not planning on using the progress bar colours. When you come to relate the length of the overlapping sprite to the progress bar progress then you will essentially be making your own anyway...

  • Rexrainbow plugin 'moveto' is good for moving a number of pixels in any direction. If you mean just teleport 250px to the right then you can just set a new position for the sprite x+250.

  • No that seems fine/high?

  • You can compare selected item text and relate that to an object that would then make it visible at its current location or you could create it in a location. With a slider I guess you could relate the value of the slider 0-100 directly to the opacity so when slider value is 25, opacity is 25. There are many ways you can tweak this though.

  • You don't use keyboard if it's going on mobile, you need to come up with your own gameplay idea to get the character to move. You can 'touch' on screen. You could use tilt. You could create virtual buttons. Imagine it on the android device and how you would play the game.

    If you give scroll to behaviour to the cartoon it should follow that instead.

  • You seem to be already there? You created one, just create the other two as well at their co-ordinates.

  • Yes there is a plugin from rexrainbow called datetime which detects the system time and you can use that in your game logic.

  • It does mean trigger once on the current layout. If you want it to trigger once ever you can block it out by using another variable as a condition and then set it to something else below the action. So on 104 if debugobject=1 and anothervariable=0 then do the action. On the action add 1 to speed and set anothervariable to 1. That way 104 can never be triggered again because global anothervariable will never be 0.

  • You use trigger once strangely. You're supposed to put the action next to the trigger once event, like on the same line for it to trigger once if you put it as a sub event. You don't need to do this if you have it as a condition as there won't be another line anyway. There are a few tweaks you need. In achievements bring achievement 1 down to the trigger once line. Event 7 where you're adding 10 to magnashield you need to make that trigger once only as well. If you run this in debug you can see the global variables that are increasing massively because the events are constantly true and weren't triggered once only.

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  • On gameplay-player event 14 the balldeath function, it runs it several times while those things are true. Add a trigger once sub event for calling function balldeath

  • There are a few ways. When you do player on collision with wall, that particular wall then becomes the picked object. You could then use a sub event to compare if the wall instance variable 'grab' is true or false and go from there.

  • Nope they won't work. Alternatives were discussed in this thread :

  • You've got some conflicting logic there, remember it's greater or equal to lower and less than or equal to higher, so 50 and 2 are true for at least 2 of those scenarios. Youll probs want 50 and 100, 4 and 49, 0 and 3.

  • Using is between values:

    If Value: random(100)

    Lower bound: 50

    Upper bound: 70

    That checks if the randomly generated number is between 50 and 70. So for the first event I guess you need to use this for between 4 and 49.

    The condition works like this : Test if a number is between two values (greater or equal to a lower value and less or equal to a higher value).