Maukka's Recent Forum Activity

  • Hmm there are tons of ways to do it. Not sure how to explain how to do procedural walls, just add some condition for createObject action though not using createObject would probably be better for performance if you can think of a way to do it like reusing "old" objects.

    I would probably just have set of wall pieces moving left that I'd randomly teleport beyond the right edge or something like that.

    Or you could have few instances of one wall object that you rotate and move around.

  • https://dl.dropboxusercontent.com/u/6026058/project.capx Added Tower 1 beyond the top left corner of screen. Is it meant for Tower 1 to spawn on the left edge of the screen? If not you should change the createObject CanDo.UID to something like CanDo.X.

  • Since you want it to carry over layouts, a global variable that you set when object count of the enemies gets to what you want seems like the easiest option.

    Doing it as Gearworkdragon suggests will save you from cluttering the project with too many global variables(all of them being listed whenever you add a system expression and such can be slightly annoying) but you need to make sure that the object is set to global so that it'll carry over.

  • You need to place the Tower1 object somewhere, it's fine if it's outside the play area as long as it's somewhere where you can change the size of it and set instance variables and so on.

    Instance basically means a copy of a object so if you have 2 tower1s one will be instance 1 and other instance 2

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  • Read the error message? You need to have at least 1 instance of the drop in a layout for construct 2 to know what it should be like.

  • Sort it, it'll do it alphabetically, if you want to keep it in pickup order or some other you'll need another field(more height) to keep track of it.

    Sorting X will use (X,0) to sort it, if you want to sort by quantity or something else you can do some stuff to have it temporarily be at (X,0)

    Also you could do a "for each X element" loop that checks for 0 and after it set every non 0 entry to be curX-1 but I find that more annoying to do.

  • One way at least is to add a non transparent layer with black background above all the others but with 0 opacity and when you want to fade to black increase the opacity at whatever rate you want through the Set layer opacity system action.

  • Height is 2 because you want to store the item name and amount of items separately, (you could have them as one but you'd have to turn the amount back into number to add to it ie. int(right("berry x 3", 2)) and... anyway you want 2 columns)

    CurX, CurY and CurValue are current thing in a for each loop. You see them if you look at expressions that an array has.

    Also if you run in debug mode and select the array you can look at how it stores the data. it should show something like

    (Berry, 3)

    (Pokeball, 6)

    (0,0)

    (0,0)

    and so on, it might help with visualizing how the array works and such.

    As an aside if you didn't want a inventory limit you could use 0 width array and a push action to increase the size of the array whenever you add items

  • What I meant with compare frame was that you could skip doing multiple animations by checking for the frame at which you want to change speed and changing it back to normal at a later frame.

    And wow, there is indeed frame speed for each frame.

  • Would making another animation that's just the frame you want to change the speed of work? You could then switch to that and change the speed of that particular animation and then switch back to original.

    Scratch that, you can probably just use compare frame condition to check for when you want to slow or speed up the animation.

  • I'd use pick nth instance with some variable to fade one and then add 1 to that variable and once fade in is done and you want another to do it call it again somehow.

    That is assuming that appearing roughly in the order created is fine.

  • You can invert a condition with i key so you can make character not overlapping with road condition.

    Example capx in case you need one for some reason.

    https://dl.dropboxusercontent.com/u/6026058/destroy_when_not_on_sprite2.capx

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Maukka

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