vee41's Forum Posts

  • Here is a quick example how system I described could work:

    Spawner example

    It's very basic, but expanding it should not be too hard.

  • You could store the information about what you want to spawn (type, spawn spot and amount) in array. Then have couple of variables (wave, level) that basically index that array. At start of every wave you call a spawn function, which looks at data the array has defined for the wave/level array. Spawn stuff based on values in indexed array positions.

  • RUNDOWN:

    (Note: At the beginning of the game <font color=blue>numScenarios</font> is set to the width of the <font color=red>QA array</font> to keep track of how many questions there are.)

    What I expect to happen:

    The while loop begins, it prints the first scenario, the user has a chance to touch/click which door has the correlating, correct answer - they move along a path to the door they touched, once they arrive to the touch coordinates: if they are right (if the <font color=green>door.doorOption</font>/<font color=orange>doorText.specificDoorText</font> = <font color=magenta>scenario.scenarioAnswer</font>), I take the scenario they got right out of the <font color=red>QA array</font> and subtract one from <font color=blue>numScenarios</font>//if they are wrong, points get added to delay time, the scenario stays in the <font color=red>QA array</font>, and <font color=blue>numScenarios</font> stays the same. This process happens until <font color=blue>numScenarios</font> = 0. Then the game is over and it takes you to the summary page.

    However, I am not sure what part of my while loop is causing the page to get hung up.. and hoping that another pair of eyes can catch it, or suggest another way to go about doing things.

    Thank you all very much. <img src="smileys/smiley1.gif" border="0" align="middle" />

    C2 event sheets are evaluated as whole every tick. So if you have a while loop, you should also break out of it somehow, otherwise the tick will never complete. You don't need 'game loop' as you'd have in traditional programming. :) I don't see any need for the while in there at all. You should adjust your thought process more towards 'trigger based', so think what should happen when player clicks a door, what should happen when a layout starts etc. It will help you a lot in getting best out of construct 2!

  • i hope to see this in construct,i really need something like this for my project.

    Check webgl effects like tint.

  • I've usually made separate icons object with the same frames, makes reading events a bit easier.

  • Correct format would be: "pointpath " & numpoint & ".X". Couldn't really understand from your events what you were trying to achieve there? :)

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  • You could do this:

    Every 1 seconds

    lot animation "pub" is playing

    lot Is Visible

    .. add lot.pickedCount to Money

    For each should work too:

    Every 1 seconds

    lot animation "pub" is playing

    lot Is Visible

    For each lot

    .. add 1 to Money

  • It's great engine for what is meant for. You could share those two project files and we could see what is wrong with them. :)

    There is contact section on the site: scirra.com/contact

  • You can do that with WebGL effects, there is tint effect that might fit your purposes well.

  • Using families would reduce amount of your events to 10% of what you have now. I recommend you look into that. :)

  • It's construct 2 doing all the magic :)

  • Put both your trees and players in the same family.

  • .capx files cannot be accessed, only option is to request permission.

    I'm really interested in seeing this, as having 10k events in a single project sounds excessive :)

  • Here you go:

    <img src="https://dl.dropboxusercontent.com/u/19921470/zordering.PNG" border="0" />

    You basically order objects by their Y, and then move them to top of the layer. The origin points need to be properly placed, usually at the bottom of the object. There is also a plugin that does the same thing.

  • Here's an simple one event version that sorts objects based on their Y location. Uses a family, so you'll need paid license.

    Tree example