UntroddenGames's Forum Posts

  • 9 posts
  • That's just what I was looking for thankyou I knew I was close I just couldn't figure out the right orientation for the code.

  • Currently I am able to get and object to spawn off the screen at a random x and y and then have it move toward a y position that will make it become on the screen. what I'm trying to achieve in addition to that is spawning multiple objects at the same time in random x and y values but have it spawn between lets say y 100 and y 300 but randomly in-between those values.

  • I actually figured out why it wasn't working. I had created multiple sub groups for each value marker millions, billions, trillions..ect and I had duplicated the coding for the thousands into each one with the intent of changing them but for some reason having multiple instances of that same code prevented the millions from working so once I disabled all of the other groups it was working correctly. Thanks for all of your help, and by the way after looking into this quite a bit I think your solution seem to be the most strait forward.

  • Thankyou for the help and your example worked great and when I coded the thousands into my project that also worked great but for some reason the millions is not displaying correctly. Is there something I might be missing or maybe something that could be conflicting?

  • If you could send me that event sheet that would be awesome. it makes sense what you are doing the only thing is I'm new to construct so I don't know how you make those sub events if that's what they are.

  • I actually figured out how to display the values but I'm running into an issue of it getting to a certain point if the player level is high enough there is no longer enough room on the screen to display the value how would you make the display show it in decimals instead of the full number value example being 10000 is 10k, 1,000,000 is 1m, 2,500,000 is 2.5m?

  • Awesome thank you for the help that worked perfectly I was just misunderstanding that formula, is there a way to display the experience gained and needed as this amount is increased?

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  • Is there not a way to make a system event also update the system event. Because in that example from how I am understanding it for each level I need to make a line of code with that formula. Is there not a way to make the system change the * 50 to * 100 and so on without making a line of code for each of those events?

  • Currently the way I have the level system setup is I have two global variables 1st Experience and 2nd Player level. And I attached an image of the coding minus when the enemy is destroyed it adds one to the experience global variable. So far this code works great for a level system of course I only have enough code in place for one level as of right now I would need to repeat this for x times for what the level cap I would want adjusting the experience value to be a higher requirement for each level if desired. but what I want to know is how can I make the game add to my global Player level without having to insert 100 or mode separate lines of level code and make the experience requirement scale up each time a new level is achieved. my game is suppose to be an infinite type of game with an infinite leveling system.

  • 9 posts