Philinmotion's Forum Posts

  • 2 posts
  • Thank you Kyatric, your link unfortunately doesn't work.

    I've found the timer behavior in the Documentation and I think I understand it.

    I'm still at a loss as how I use the timer behavior, though I get the thing about using global variables to define different states of the game.

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  • Hi all, sorry if this is covered somewhere, I've both tried reading through multiple tutorials and the documentation.

    I'm trying to spawn a sequence of "enemies" (In my game they are points) which needs to be spawned with a delay in between them. I want the sequence to be the same all the way from point 0 to point 500. So that I can control that the players experience is scalable.

    But one mayor limitation which I cannot get to work is:

    – If the player dies, the current "sequence" should end, wait for a little then reset from the beginning (currently I've worked out how to initiate a new sequence after a little while, but not end the current one.)

    My question is how do I initiate a sequence that then, if the player dies, is ended immediately. And then afterwards, depending on how many points the player has, a new sequence is started.

    You can find my code here:

    drive.google.com/file/d/1H7nCpHS1MhBA0cRP0S3t5zfwFQC2w8kq/view

  • 2 posts