lionz's Forum Posts

  • No problem. If you have variables on Event Sheet 1 linked to Layout 1, they won't work on Layout 2 unless you 'include' Event Sheet 1 on Event Sheet 2. This is because they are separate by default, however you may have the one event sheet linked to all layouts which is also fine. You can do this by right clicking the event sheet and selecting 'include event sheet'.

  • Make two global variables CloudPosX and CloudPosY that every tick store the CloudSprite.X and CloudSprite.Y. On loading the second layout, set Cloud position (CloudSprite.x=CloudPosX, CloudSprite.y=CloudPosY). That works although there could be a simpler way. REMEMBER to include Event sheet 1 (the one with the global variable) on the second layout's event sheet.

  • Just to clarify, is this one single sprite of a cloud or is this many sprites of single clouds that move? I have a way to do it with sprites and global variables but it gets convoluted if you have lots of objects. This might be better to do with an animation?

  • Can you please post a higher resolution screenshot, unable to see the logic correctly.

  • I assume with this kind of logic you will be making use of save games :

    https://www.scirra.com/tutorials/526/ho ... -savegames

    Then to set this up I would automatically load the saved game on start. I would make use of 'On load failed' which returns if there is no saved game present.

    'On load failed' - 'Mark as new player'.

    'On load complete/succesful - Mark as returning player'

    A second way of doing it could be to ghost save the same early on and have a global variable or identifier, which changes based on how late they are in the game and whether you now consider them a new or returning player i.e. beyond an intro movie or completed the first level, whatever you want. In this case, you could just load the game automatically on game start and state the following :

    If global variable = 0 - Mark as new player

    If global variable = 1 - Mark as returning player

    Then play the appropriate intro movies.

  • You could give each question a number or identifier and use 'floor(random(X))' to generate a random number between 0 and X, where X is the number of questions.

  • Thanks for that, I'll take a look at Dictionaries.

  • I think if you are not going to use rotation then yes it is best to do it manually with bullet spawning and set angle. Turret is a behaviour so it has its limitations and is there really for the player tracking and to act exactly like a turret.

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  • The turret will only fire if the player is in the line of sight of the turret. If it isn't rotating to face the player then when you are in range you need to be directly in front of the direction it is facing. It should fire if you stand in its line of sight, you are a target for the turret and you are in range and it's set to spawn projectiles.

  • My guy > on collision with/is touching/is overlapping button (event) > do a thing (action)

  • Lots of ways to do this but for the most basic idea you can just use player on collision with object actions. I'm not sure exactly what you want, do you want the player to disappear? Play a death animation?

  • blackhornet haha cheers! I was trying to stop it using a condition, never used Stop Loop

  • Also feel free to suggest a completely different method if I am doing this entirely wrong.

  • Indie game made by one guy in UE4, similar to Final Fantasy XV, looks pretty sweet <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • I have this function setup to change a slot from one type to another :

    At the moment it picks all instances of slot0 that are "empty". How do I adjust the logic so that it picks only the first slot0 it finds in the ascending order?

    Thanks