YamDragon's Forum Posts

  • anyone???

  • Also how do I drag one tile using the drag and drop behavior

  • R0J0hound

  • You don't destroy it, you use the tilemap's erase tile action to remove individual tiles. Another good reason to use the tilemap object instead of individual sprites for the tiles is it runs a lot faster.

    How do i do this i've never used tile maps before

  • R0J0hound the problem with this one is that its one object. So if i try to destroy one bloc, the whole thing disappears

  • R0J0hound The way the example is working is that you choose from a series of options to be spawned. I want to know how to make multiple of those options to be spawned at once.

  • R0J0hound, so how do I make multiple of these in one world?

  • R0J0hound, well what I mean is (i said grid based movement, but I meant platformer) I want things like trees and mountains and floating islands and the underground caverns and caves to spawn. But like in a place that makes sense i.e. a floating island underground. I'm trying to make a world that operates like those of Terraria.

  • Hello???

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Because both of them have "scroll to"

  • So, I'm working on a grid based movement game where nothing will be the same. I want random structures and such but idk what to do. Also it needs to be coherent. Can't have castle wall going down one path, then suddenly, cyborg carcasses outta nowhwere

  • oosyrag, it's not necessarily the enemies to keep on spawning, it's the world. The player needs to keep moving forward. And the world keep spawning.

  • So I saw the game dead pixel and, I'm wondering how I can make something like that but endless. I need help on the movement, graphics (kinda), and how to make it endless with enemies spawning? Please help

  • You can set the block sprites as a Bullet behavior, and On Start of Layout set their Y speed to a certain number. Or, if you'd rather not do that, enable Physics and World Gravity, so they drop.

    What is important however is scoring. On Touch > Object tapped > Destroy object

    Add X to Global variable Score (to keep track of score.)

    Ah, formatting. The two actions in Object tapped would be destroy object (if you want to them to vanish once tapped) and add a certain amount to a global variable.

    You can even have 1 event sheet with the Global variable. Event sheets can be added in (in Event Sheet A, include Event sheet alpha. In Event Sheet B, include Event sheet alpha.) Doing that will reference Event Sheet Alpha in Event Sheets A and B.

    Event Sheet Alpha has Global Variable Score.

    Event Sheet A has on tap, add X to Global Variable Score.

    Event Sheet B has on tap, add X to Global Variable Score.

    So you have one Event sheet that keeps track of the score for the entire game. Remember to link them by including Alpha in all of the Event sheets that you want to add to, subtract from or reference the game's score.

    PS: A, B, and Alpha are stand ins you can name your Event sheets whatever you want.

    Is there a picture representation of this, I'm a visual learner

  • fm4fanAT can u post a linx or capx