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  • also why not kill the "overlaying" family and only spawn certain enemies at certain times (easy med and hard)

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  • I'm still knew with families so I may not be the best help.

    Ummm... are the enemies sprites all one object? or are they multiple different objects? Typically you can make one object many different "animations" and then choose(animationname1,animationname2) based on the variables you have set up.

    The array would be set up like so Z=0

    X or Width = Number of monsters - 1 (0 based I think, so 0 would be your monster)

    Height or Y = 1, The variables you want to store for each monster.

    Then at the beginning of the game you would feed in the info

    X at 0 would be monster 1

    Y at 0,0 would be initial round for monster 1

    Y at 0,1 would be frequency for monster 1

    X at 1 would be monster 2

    Y at 1,0 would be initial round for monster 2

    Y at 1,1 would be frequency for monster 2

    etc....

    IDK I'd look into arrays if I got a chance, they are real simple once you get the hang of them

  • I've never tried myself (so might be wrong) but I always assumed that you could have multiple families with the same objects in theme... Just by theory I'd say you could probably make sub-families of the monsters you want and then have that only spawn from that family.

    Another idea could be to give each monster a variable (such as room spawn) and then not let them spawn until they hit that variable.. Such as room 1 monster has 1, any time the room number is 1 or greater that monster can spawn.

    These are both array free ideas btw. using an array would make this super simple. define array of monsters in x and an in y do the initial levels (or lvl it's allowed) then if wanted in Y2 you could define the frequency (such as 1 for every level, 2 for every other) then add that to the original Y after that monster has spawned so a monster would only show up every few levels.

    Couple of other ways around this as well.

  • Hey, working on a multiplayer game and I have a function where if the button is clicked an attack changes... works great for the host.. for somereason not so much for peers. It does seem to work if I change it to the touch objects "on touched" but then I can't easily disable it (without destroying it). Do I have to give the mulitplayers control of the buttons? if so how do I do it.

  • Alright I just found this tutorial: scirra.com/tutorials/631/ajax-simple-multiplayer-update and I think it may work for my title needs.

  • Yeah I just had that same problem trying to get my game on Kongregate, the double "" is quite a bit to convert in and out of

  • Please Help! My creative juices are flowing lol

  • Beside that, you could try and reduce the times you check for collisions in your actual code. Say if you have your "check for collisions" on every tick you may want to push it back to being on a timed instance of every 0.1 to 0,2 seconds so it's not checking quite as much.

  • On the properties for each object on your layout their should be a Collisions Boolean, on anything your don't need to check collisions for turn that off (backgrounds, tiles, UI anything like that's got to go)

  • You could also theoretically just load the animation number / animation you want the object to start on onto on start of layout.

  • Yeah make it a global object and then just toggle the visible on layout B load then toggle it back on layout load A

  • Lol, that's exactly what I did with my first (and only so far) game. Two months in I was like alright it's good enough for now I gotta work on something else!

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MythStylz

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