lionz's Forum Posts

  • As above, you want choose. If variable does not equal choose(1,5,8)

  • I think what you're looking for is choose? Maybe..

  • It's just 2 events :

    Enemy HP < 0 ---- Spawn BloodPool on Enemy

    On BloodPool created (For 1 to 12) ---- Spawn BloodParticles on BloodPool

  • Use the 'Persist' behaviour for this.

  • If you launch this in debug you might find that it does run the function and create 12 blood particles but they're spawning on your original BloodPool that you have off screen somewhere, not on the one that was created. You call the function when the new bloodpool is created but then on the function for spawning the particles, it does this on the bloodpool with the lowest UID, not necessarily the one that was just created. Logic needs tweaking a bit to link the spawned bloodpool to the particle spawn, something like On bloodpool created > For particles 1 to 12 > create blood. i.e. in your second image replace the function call with 'Spawn bloodpool on enemy' and the 'on function' with 'On bloodpool created'.

  • In RPG maker where you would have something like (Player1)Move Right > Move Left > Text: Hello > (Player 2) Move Right > Move Left >Text : Hello. In C2, you can do the same because events run top to bottom. Processing events one at a time can be done by way of using functions, waiting for certain conditions to be met or with 'timers' and 'wait' commands.

    In terms of the specific example of having NPCs walking and talking in a cutscene, I would set up destination points, when a player has walked to it, then run the next action, could be a change of movement or change in dialogue. It also depends on how you want the dialogue to update, if you want it so that the players cannot move until the dialogue has been dismissed then put in a condition Move unless Dialogue is on screen. If you want the dialogue updating as they walk and doesn't need to be dismissed then have it update when they hit certain destination points.

  • The prices are set as a variable, I'm wondering why you are resetting the layout all the time though, what were you trying to achieve with that? Just trying to get my head around it so I can suggest a more efficient way than resetting the layout.

  • I like your editor. Gotta be careful with that scope when you're working solo, and I get that with the half-finished projects. Good luck on making the RPG

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  • I've not tried it but you could try using the Video object on a layout with AdMob and test if it works as a banner after exporting with Intel XDK.

    Edit: If it simply doesn't work the same as when creating a static image banner then there is something here about third-party video ad integration :

    https://www.scirra.com/tutorials/1354/v ... ntegration

  • If you skip to the limitation bit it'll just tell you to use a custom splash. You can't edit the C2 one.

  • Ah okay, the manual advises that you make a custom splash.

    https://www.scirra.com/tutorials/318/ho ... ng-screens

  • Yes that sounds good. You could put an instance variable on the spawn point and give it an integer value. If 1 > call function Stacked1, if 2 > call function Stacked2, then the functions relate to which objects are being spawned in terms of position as you described. Then every time a spawn point appears on screen give it a random number, that should randomize what is spawning. Simple enough!

  • Oh right you're in test mode, yeah all purchases will be forgotten when you restart.

  • Not directly, you can disable it and make your own loader layout to replace it though.

  • Haven't you kind of answered your own question there, "restore purchases" is used to restore the purchased items.