lionz's Forum Posts

  • Add timer behaviour to the enemy then say :

    enemy is on screen, start timer

    enemy is not on screen (is on screen inverted), stop timer

    enemy timer = time limit, enemy destroy

  • The project file can be shared from something like google drive or dropbox

  • You can detect collision with object A collides with object A, the problem is the picking and applying actions after this. There is pick nth instance you can use 0 and 1 but there's no guarantee of picking either one, I think it's done by lowest UID.

  • All that's left is to share the project file so we can see the issue.

  • It might not be saving because your tap event is in an event sheet not linked to the other layouts. To save properly the event sheet must be linked to the other layouts, not the initial one where you are loading, because you seem to move to another layout.

  • So is the audio playing? Is the variable set to true ?

  • Add a random action to the save event for testing purposes, to see if it is actually running that event and saving. Also please share the screenshot of the events.

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  • That's working fine? Because each time the pick all would cancel the initial condition. Maybe you didn't notice because all the actions are the same.

  • My initial approach would be to store all skills in an array. A second column could be used for the level of the skill if required.

    When you want to generate the skills, using advanced random object, create a permutation table of length array.width. This creates a random order of numbers from 0 to the last row of the array.

    Then the first three skills would be the first 3 numbers i.e. if 271840536 is generated then the skills to show are at array rows 2, 7 and 1.

    Every time you can pick the skills with, array.at(advancedrandom.permutation(0)), array.at(advancedrandom.permutation(1)), array.at(advancedrandom.permutation(2)).

    Any skills that are levelled up you would delete from the array before all of this so they can never be picked.

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  • My approach would be with a variable, initially 0, and a short timer (the gap allowed between key presses before it is determined that it's a single key press).

    When you press the key, add 1 to the variable. On timer, end if variable is 2 then it's a double click, if 3 it's a triple click. On timer end also set variable back to 0.

  • That's not me though I did originally pledge to that on kickstarter :)

  • My approach if I had to do this would be to give the dog the timer behaviour and change a variable each time it ends. So start a timer for X seconds, then use the condition 'on timer finished' and split out into two conditions if variable=0 set variable to 1, else if variable=1 set variable to 0, and start the timer again.

    This swaps between 0 and 1 each time the timer ends. Then you would have separate conditions for the left and right movement based on the variable. If var=0 simulate left, if var=1 simulate right. You may not need a constant loop like this but this is how I would approach a patrol type mechanic.

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  • I've not used it too much but I guess you adjust the Z elevation? Increase and decrease over a few seconds.