lionz's Forum Posts

  • System > General > Is between values

  • Yeah you just use enemy instance variables not global variables. On enemy 1 you have health, speed etc. You could also have a phase variable on the enemy. Then in your code you set if phase is 1, set all the variables to this. If phase is 2, set all variables to this. It looks like you are setting the instance variable values to the value of a global variable, I would base the values on what the enemies are doing and what phase they are in. They will have a default and then anything after that can be based on phase.

  • Sounds are not released from memory once preloaded or played, they stay in memory so that they can be played again without delays. So 'can a common played sound be kept in RAM?', yes it is automatically. 'If it is a rare played sound can I remove it from RAM?', nope. 'How long does the reloaded sound stay in RAM?', for the rest of the game.

  • Spawn at random xy. If on created, it is overlapping another object, destroy, run spawn at random xy.

  • Correct you would have to create multiple events...so what do you need help with?

  • If enemy phase 1, set enemy variables to 250/2. If enemy phase 2, set enemy variables to 300/3

  • Neither, each enemy can have its own instance variables. If enemies share the same instance variables you can put them into an enemy family and use enemy family instance variables.

  • To me? I didn't receive anything I guess the information that's missing (or it could be there I'm not sure as the thread has become longwinded), is what happens with the shield. Is it timed? Is it like a life for the player and stops them losing? Your problem probably lies with the fact that you have a shield spawn, your stars can keep increasing and you still have a shield equipped. I'm not sure what the point of the shield is though so if you could explain that. Does it equip automatically? I see that you add a shield point on every few starpoints but it's not clear what you want the shield to do in relation to the game.

  • Well at the moment it's not spawning because you've not included your achievements event sheet in gameplay_common..once included it spawns the shield and works fine. What are you trying to do from this point?

  • I can't see any hint of a shield in the game, where is it? I can see a global variable called magnashield but nothing adds to it and I can't see a shield asset.

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  • You can do this with 'Set Playback Rate', an action using the Audio object. I'm not sure how accurate it is though. You could also adjust the pitch with third-party software for a number of sounds and then in C2 'choose' a random sound each time the gun is fired, or play them in sequence.

  • Yeah I can't exactly remember why but if you start using wait inside functions the parameters return zero.

  • I'm not really sure what you're asking, how can I make artwork without being an artist? You can buy premade artwork I guess, there is some in the store on here. You could make a nice particle effect using particles in C2. To make that exact animation though it looks to be a sprite animation that someone will draw. It's possible you could do something similar by making your own workaround movie by adjusting the opacity of a sprite or by using the fade in/out behaviour but the original animation is very detailed and made by an artist.

  • You will need to buy both, but Google only charge a one time fee of $25 so that seems acceptable...

  • Hmm I didn't see any mention of free version only. Making a MOBA with the free version, restricted layers, 100 events and no families seems like a bit of a challenge, you would just be tying your hands behind your back. Your game is showing some promise so I would suggest purchasing a C2 license rather than creating a load of workarounds for what I explained can be only a few events. The workarounds themselves are going to make you start pushing toward that 100 event cap anyway.