Michelangelo_Lite's Forum Posts

  • Thanks

  • Hello Members:

    I have a problem I can not solve.

    My Game has 3 Levels.

    On Level #1, I have two locked objects (Level 2. Level3) which prevent you from advancing until you have accumulated a certain amount of points.

    After you achieve the required points, you are allowed to advance to Level 2.

    This works the same for Level 2.

    When you advance to Level 3 all the Levels are unlocked and you can proceed to any Level you wish.

    However, when you return to Level 1 the previous Levels (Level 2 & Level 3) are locked.

    The same with Level 2, Level 3 is locked.

    My objective is to have ALL the Levels unlocked after a player has advanced to Level 3.

    Is there a workaround for this?

    Has anyone else had this problem?

    I would appreciate any suggestions you may have.

    Thanks

  • THanks

  • Hello Forum:

    I am making a game wherein I'm shooting at an object and I want the bullets to make holes (transparent, see through) in said object. What is the best way to accomplish this? The only manner I know how to do it is to have the object created by placing smaller pieces together (to form the object I want). Then, when I shoot the object(s) one will disappear. Which will look like a section of the overall (collection of images) is gone.However, this method will require too many images which will make my game file too large. Does anyone have a better way to do this?

    Thanks

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  • FYI> 10 Animations on one object will slow your Game.

  • Make sure you the New controller selected under Device (Windows 10). Also, make sure you have all the software (for the Controller) downloaded. Most people Forget to Download the Firmware from the Controller's website.

  • I have a weird problem. When I delete enemies (and other Objects) from from Level 3 the SAME enemies (and objects) are deleted on Level 2. How can I prevent this from happening?

    Thanks

    Tagged:

  • PROBLEM SOLVED

    savvito123 Thanks for All your input.

    I found the Problem that made some of my enemies stick together and not move. I had the Bullet Behavior attached to all the enemies along with the random positions (to Appear in my Game). I did not have the "Bounce of Solids" tab checked. After I clicked the "Bounce of Solids" all the Enemies appear/move and do not stick together. Works fine now. Thanks.

  • Thanks for your input.

    Will that code make all 15 enemies appear.

    I can not get it to work.

    Now I see why EVERYONE makes all the Enemies identical.

    Trying to make Each enemy UNIQUE is a Pain.

    Something I will do in the future.

    The only way I could get the 15 Enemies to all appear, is to use precise X/Y positions.

  • I was complaining some time ago that you couldn't preview if you were off line unless you had at least once previewed before going off line. construct.net/en/forum/construct-3/general-discussion-7/regular-issues-running-144132

    I think you may have found the reason.

    Yes, that is the Ticket. make sure Construct loads the Preview info prior to going Offline.

  • Thanks I'm trying to Place 15 different images into my game.

    Logic System > Every 3 Seconds > System Create Object.

    The Result Five enemies get stuck (pasted to together) and will not move. The other enemies appear and start to move.

    I would like to find the logic to allow each enemy to appear in the Game One At a Time.

    But with the Logic I'm writing System Every 3 seconds Create Object it is not possible.

    Need a way all 15 enemies from going into the Game the same time.

  • gyazo.com/393d02f2fd92269bfada12da481d8b76

    Im trying to spawn 1 ant every 4 seconds, how can i get this to work??

    This Code Works

    System >Every 4 seconds >

    System Create > Your (Object) Denote, use every "X Seconds" rather than "Every Tick".

  • I haven't run into any issues with this yet, but I am concerned I might in the future and want to address this earlier in my project rather than waiting until it becomes a problem.

    So, I'm using a seed generator to procedurally generate dungeon rooms. These rooms are connected to one another, but are separate layouts. This mostly works right out of the box, but there is of course the issue of tracking changes made to the seeded rooms, specifically Enemy Health, position, and state.

    I've addressed this with a 3D array that records those values for each enemy whenever you leave a room, and then loads them when you enter it. It works great!

    But the array is by far the largest I have ever worked with, clocking in at 24,000 cells. Most of these cells are empty (there is an X column for every potential room in a dungeon, with a potential maximum of 96 rooms in a dungeon) and these cells mostly just store integers, though a handful do store small strings.

    Do I run the risk of this being too large? If this is too vague, what would be a good rule of thumb regarding array size?

    FYI> an Array with 24,000 cells does have an effect on the Game performance.

  • It should not be this hard to ADD 15 Separate enemies to my Game. The system adds all the enemies at the same time. Thanks

  • Might be a case of having massive amounts of nav menu buttons?