ProdigyThirteen's Forum Posts

  • 4 posts
  • So I've created a basic turret defense game with the ability to win and lose based on certain out comes and I was wondering how I could get it so you have more than one turret available to buy.

    I'm having some troubles balancing out the game and I figured the easiest way to fix the balance issues is to add more turrets in that do different tasks. Only problem is, I can't quite figure out how to have it so you can actually buy multiple turrets.

    As it stands I've not changed turret placement all too much from the pre-made version in which on clicking a wall block, you place a turret. Only addition I have made is a way to buy turrets based on your score.

    Currently, I have 2 different turrets with 2 types each. A 'model' version which does nothing but sit there (Which I want to be the one you click to swap type of turret) and the actual working version of the turret.

    I was wondering if the easiest way to go about this would be to use a variable so when you click the turret you want to buy, the variable changes and based on said variable a turret is created.

    Edit:

    Figured it out, I have it so when you click the turret it changes a global variable of 'Turret' between 1 and 2. I then copied the turret placement events and replaced the first turret with the 2nd, and added an extra condition that if Turret = 1, the 1st turret can be placed and if turret = 2, the 2nd can be placed.

  • Sorry about the convoluted sentence structure. Cats and programming do funny things to the way I understand things.

    Are you tracking bonuses at the instance level or the global level? If you create a new variable for bonus things, it would make sense for it to have the same scope as the rest of your score related variables. I'm guessing global, but if its a multiplayer game you might be doing something different. So you have a new variable, called BonusRate. It starts at 0. Whenever you get a bonus, you add 0.1 to BonusRate and leave Score alone. Every second, you add BonusRate to score. That way, when you first start off, BonusRate is 0 and nothing happens to the score every second. After you pick up one bonus, BonusRate is now 0.1 and 0.1 gets added to your score every second. After you've picked up two bonuses, your BonusRate is now 0.2, and every second you get 0.2 extra points. If you get a third, it becoms 0.3 etc etc etc

    A different approach might be to track the number of bonuses picked up so you can ;display it to the player. Then, if you picked up 5 bonuses, your Bonuses variable is now 5, and every second you do Score = Score + Bonuses*0.1, so every two seconds you get a point.

    The first solution looks like it will work, I'll give it a try later and see what the results are. Thanks!

    Edit: Gave it a go and it worked perfectly. Thanks again

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  • Keep a variable to track the bonus rate. When first get an upgrade, it increases to 0.1. For the second, Bonusrate become 0.2 etc. Every second, add that bonus rate to the score.

    Couple things. Firstly, your grammar made it quite hard to understand this. Secondly, variable? Instance or global?

  • So I'm currently trying to make an idle clicker because I want to teach myself new aspects of C2 (I've only in the past 2 weeks started using it, already made a Tower Defense game for a college project) and I'm stuck quite early in with something simple.

    I have it currently so for 10 points, you can buy an upgrade that gives you 0.1 points every second. But I want it so for every 1 upgrade you get, it adds to the bonus.

    For example:

    1 = 0.1

    2 = 0.2

    3 = 0.3

    And so on...

    I bet it's something really simple, but I can't seem to figure it out. Anyone know how I can do it?

  • 4 posts