supergodjesus's Forum Posts

  • I am trying to save the Highest Score for a player via Webstorage. The problem I am having though is that I don't want the player's score to overwrite the Highest Score unless the score is actually higher than the Highest Score value.

    So say the player is playing the game and on the first run through, they get 20 points. I want to save this to webstorage (I can do this no problem).

    Say the player plays again and gets 25 points. I want this to save to webstorage.

    If the player plays again but only gets 15 points, I do not want it saved to webstorage because it is less than the 25 previously earned - basically I want to keep track of the player's absolute highest score.

    I am having difficulty doing this. Any tips would be quite welcome! Thank you.

  • Hmm, I have not, though more out of ignorance perhaps. I am assuming that 'For Each' will individualize the condition so that each one detects if there is an overlap instead of all detecting for an overlap... or something?

  • Hello all again,

    So I have been fiddling with a simple weapon/ammo spawn system. What I ultimately want is for there to be about 8 spawn points on the map and every 20-30 seconds a weapon will spawn randomly at one of the spawn points, but if there currently is a weapon spawned on a point, the game wont spawn another until after that weapon is picked up.

    I can get the weapons to spawn randomly every 20-30 seconds on any of the 8 spawn points no problem. However, the problem is that no matter what, weapons can sometimes spawn when there already is a weapon there, resulting in two weapon pickups from one spawn.

    I made two families of objects: spawners (for weapons, toolkits, first aid, etc, all of which are invisible and uninteractive), and pickups (the weapons, toolkits, first aid kits themselves that the player picks up). The spawner family has an instance boolean "Activated", which starts as true.

    In events, I made it so that if an object from the Pickups family is overlapping an object from the Spawner family, then it switches the instance boolean "Activated" to false.

    There is another event that does just the opposite, when the pickup is no longer overlapping the spawner, the boolean is set to true.

    Now I think the problem is that there are other instances of the spawn points that are not overlapped by pickups, and thus the boolean is continusously set to true. I am not sure if this is right or not, so any suggestions would be very helpful. Thank you!

  • Hello all,

    I was wondering, are achievements possible with Construct? I mean, I know how one would trigger said achievements, like kill x of a monster would unlock a certain achievement, but is there a way to save these for players?

    Thanks for any feedback!

  • Oh, I see. I didn't understand how to invert things, but I suppose if I invert the "is on screen" command, that should do the trick I would suspect!

  • Oh, I have one more question, if you'd be so kind to indulge. How would I change the expression if I wanted it to pick the 6 closest that were off screen?

  • I tried it out and it works perfectly. Thank you for the example and help!

  • Howdy howdy,

    I've been making games for the past couple of years and have been loving it a whole bunch. I just recently started in with HTML5 and so far C2 definitely seems the way to go. It just works. I first started making games when I was a little kid and all I had was my father's very, very, very old DOS computer, so I used to make choose-your-own-adventure games in DOS. Good times.

  • Thanks for the response, I will try it out later when I am out of work. Thanks again!

  • Hello all,

    I understand how to pick the closest instance using events, but is there a way to pick, say, the 6 closest instances?

    Thanks for any help!

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  • Right now, with the current physics, it makes the environment more dynamic and interesting for game play. It's fun watching zombies toss aside chairs and tables to get at the player, or the player pushing a fridge in front of a volley of enemy projectiles. I just want to improve upon the functionality as well as expand my own knowledge of how these all work.

    Also, why not? Top-down physics are even included in one of the examples that ship with the software.

  • Hello again,

    1.) So I've gotten the top-down physics to work -relatively- well, though even with highest friction and dampening settings, large objects with high density still slide around a little too much. Is there a way to make items not seem like they are on ice in top-down view?

    2.) Also, is there a way to make an enemy slow down when pushing an object? So for example, if the player shoves a sofa in front of a zombie, and the zombie runs into it to get to the player, right now the zombie just plows through it and shoves it out of the way. I'd rather like to have the couch slow the zombie down as the zombie 'struggles' to get past it. Zombies currently use the bullet behavior for movement and every tick they rotate towards the player.

    3.)Further, is there a way to make an object just block other moving objects all-together while remaining moveable? For example, a fridge that the player can push in front of a doorway that blocks zombies from entering.

    I've been looking through tutorials and examples, but haven't really found much in regards to these types of things.

    4.) Another problem I am having is figuring out how to properly apply impulses. Say I have a giant monster. When he collides with aformenioned sofa, I want the sofa to go flying, and I figure applying an impulse would work. However, I am unable to figure out how to apply an impulse at an angle depending on the angle of the monster. Basically I want the sofa (or other furniture) to essentially be thrown away from the monster upon contact.

    Any information/suggestions/feedback is greatly appreciated!

    Thanks again!

  • Well, for each time the player dies, you can add 1 to a global variable (deaths, in this case). Then put in a textbox that says something like "Deaths: " & deaths (whatever the global variable's name is).

  • Couldn't you place a bunch of spawn points and then have the system just pick x number of random spawn points and spawn various objects?

  • Doesn't seem to be an edit button D: (edit* oops, I missed it)

    Anyway, I uploaded the capx to dropbox, if anyone wants to take a look and maybe tell me how stupid I am for missing something? I'd appreciate it. Thanks!

    http://dl.dropbox.com/u/13425402/ZombieTest.capx