Sketchy77's Forum Posts

  • I'm making a simple platformer, my question is; how can I make a solid pushable block (either direction).

    I checked the tutorial compilation list, and the only thing I could find is a "rolling boulders tutorial" which was completely different to what I want.

    The block is just a simple square block, the player is not animated so I don't need that, and I don't want and don't think I need to use physics since I'm not trying to roll the block.

  • can you be more specific?

    keyboard -> on P pressed | system-> go to layout3

    ^ That should work fine, unless their is a specific reason you need time-scale in.

  • I understand that.

    That's not my problem.

    What I'm asking is do I need to make 50 layouts for 50 Levels, or Is their an easier way?

  • Basically, I'm making a game which is broken up into 50 some levels, which in the beginning take under a minute to complete,

    My question is, do I need to create a new layout for EACH and EVERY level/Spawn each object individually at a set coordinates on one layout?

    All my events will apply to ALL levels, unless I use events to spawn in the objects.

    Is their an easier way to go about this?

  • Okay. I have setup a formula to calculate and increase you level every set amount of exp.

    I also have a XpNeeded and a LastXpNeeded globals.

    Want I want to know is, how do I set my LastXpNeeded to the last value before Xpneeded changed.

    For example. I'm level 5, my XpNeeded is...lets say 500, I level up to level 6, and it becomes 600.

    At this point I want XpNeeded to equal 600, and LastXPNeeded to equal 500 (that last value of Xpneeded)

  • So I have a global variable XP and global variable Level.

    I want generate a formula which calculates the XP needed for a specific level exponentially, so I don't have to input each level manually, and just in-case I choose to add more levels in later, it would be easier.

    I've tried Int((XP/250)^Level), which caused the Level to be set to Infinity.

    Basically, I want to create a formula that specifies a growth rate, and calculates my xp needed per level based on that.

  • I'm trying to add a level up system to my game, and I'm looking for a XP formula example which makes it harder to level as you gain levels.

    I've tried all sort of things, either it says my Level is Infinity or NaN.

    I can fill in all the parameters myself, I just need a template of a working xp progression.

    I tried exponential curve wiki page, that didn't wokr, lol.

  • Yeah I checked canvas out, not really what I'm looking for.

    <img src="http://i47.tinypic.com/3buwo.png" border="0" />

    Basically I want to take that zombie and fill its skin in with any color the player wants.

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  • Maybe a RGB Slider? (One for each)

    Though I have no idea how to make sliders...

  • I only want to change certain parts of the object (hair, skin) not the whole thing.

    The object will be moving around the screen.

  • Basically I want to give my players in my game the ability to customize their players hair and skin color.

    I was wondering, is their a specific event/expression/plugin etc which can give me access to the color wheel (the one used to in edit animations) So that my players can use it to customize their characters?

  • Thank you so much. That worked perfect.

    Any Idea about my other question?

    On a separate question, is there a way to;

    Set Angle Away From Position?

    Before you say "invert the values" I want to use this to set my "NPC's" to run away from the Enemy's. ATM I just have them all running in Random(360) directions. Since inverting the values only works for unchanging values, is their an equation or action or something that inverts the values for me?

  • If you are using the platform behaviour on your player (only if you are)

    you can use the condition "is falling".

    eg: |Player: Is falling| Platform: Destroy|

    This will only destroy your platform when your player falls onto it. The downside is that if you tap the platform on the side WHILE falling it will still destroy it.

  • I want to know if there is a condition which checks if all instances of an object are destroyed.

    I'm trying to set AI for my enemies to hunt down specific NPC classes one by one in order,

    eg: | System: Every tick | Enemy1: Set Angle Toward: NPC1.X NPC1.Y

         | NPC1: is Alive     |     

       

    Alive: is a boolean which detects if the NPC1 health is equal to or below zero.

    What I want it to do, is after all instances of NPC1 are destroyed (Alive = False) My enemy AI switches to follow NPC2.

    I tried by doing;

        | System: Every tick | Enemy1: Set Angle Toward: NPC2.X NPC2.Y

        | NPC1: X is Alive   | (Inverted)

    I'm not sure why this didn't work, since I have another event in my sheet which says:

        |NPC1: X is Alive| NPC1: Destroy.

    And that works. But when I add the boolean condition onto another it seems to not work

    On a separate question, is there a way to;

    Set Angle Away From Position?

    Before you say "invert the values" I want to use this to set my "NPC's" to run away from the Enemy's. ATM I just have them all running in Random(360) directions. Since inverting the values only works for unchanging values, is their an equation or action or something that inverts the values for me?