lionz's Forum Posts

  • Do you mean the NPC tank that's moving about the screen? Based on the method I provided, bound to layout behaviour isn't required. You set the co-ordinate limits yourself and make sure it doesn't move outside of the layout.

  • Arrays just store data in a list or table and you can access the data at any point whenever you want, sort the data or add/delete data. They are stored as co-ordinates, so you could have 0,0 is Ac 1,0 is 2c 2,0 is 3c and so on for 52 cards in ascending order. You can then shuffle them with some logic. You can search the array for a specific card and delete it from the list if for example it has been dealt. If you were to deal the first 3 cards you would 'pop' the first 3 entries from the array as dealt, leaving the other 49 cards. This is fully visible in debug mode as well so you can see what's going on with the array.

    This tutorial is good to just read to get familiar with arrays: https://www.scirra.com/tutorials/307/ar ... -beginners

  • I would get started with the manual... https://www.scirra.com/manual/1/construct-2

  • I'm not sure exactly on the layout of that game and the 3 random cards but in its most basic functionality you could do On click, set a global variable to choose between a number of cards so choose(0,1,2,3,4,5,6...50,51), which can also be displayed as floor(random(52)), if each number relates to a card in the deck. Then you run through it again for as many times as you need to pick a new card. This works well for randomly picking a card, if you want to get into shuffling cards in a deck and drawing them then I would look at arrays.

  • That's what it looked like. random(1) will pick a decimal value between 0 and 1. So your event is saying something like on mouse click add 0.545345 to CardA_1, add 0.234245 to CardB_1 etc. You probably want choose(0,1) which will pick 0 or 1 at random.

  • It might be better to use pathfinding for this? Choose a random destination every x seconds and go to it.

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

  • You've gotta be careful with the way that Construct 2 reads events from top to bottom. Event 8 sets Buzzer2 to 1, which makes event 9 true and runs event 9 making the game look the same as it was before. My standard is to add a short timer wait, even 0.1 secs before you set the new Buzzer1 and Buzzer2 variables, after the create object action.

  • Are you trying to make it choose between 0 and 1?

  • I don't see how CardA_1, CardA_2 and CardA_3 can ever be 1, can you explain what's happening on event 4?

  • 1) Set the parallax in the layer properties to 0,0.

    2) Not an artist but there may have been some responses on this before about what to set that option to. I think pixel rounding set to On is supposed to get rid of seams or offset edges.

  • Yeah when I run the debugger it lags but the normal game is fine. I don't use the debugger to track performance.

  • Hello!

    First you will need to track the animations clicked if you have not done this already i.e. global variable starts at 0, when correct animation is clicked add 1 to variable.

    When global variable is 2 (all animations clicked) > use system go to layout 2. (explained in General section here: https://www.scirra.com/manual/125/system-actions)

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  • There are lots of ways you can do it. This is another way : https://dl.dropboxusercontent.com/u/495 ... rols2.capx

    Here you assign player 1 a character and set the anims corresponding to the character and player 1 always has the same controls.

  • There might be but I do it this way, especially for the controls. I don't see any reason to look any deeper into it because the premade behaviour handles everything.