Vaank's Recent Forum Activity

  • I have a procedurally generated map done with an array, 0=filled tile, 1=empty tile

    Now I want to generate enemies (yes again enemies) in the empty tiles, wich are the floor

    I tried lots of things but cant figure out how to do it

    I know how to spawn enemies in every empty tile, filling the hole map, but I just want to create at random locations and a certain number of them

    The non-proffesional way to do it is creating N sprites and re-positioning them until they are not overlaping the tilemap, but i want the first solution

    I wonder it's by choosing random cells from the array and creating there the sprites, but dont know how

    Thanks again!

  • Even with the new release you can use the deprecated webstorage (not recomended) right clicking on the insert new object window

  • Link in the Google Play page description

  • Cant be done with jump-thru?

  • OOOOOOOOHHH! wow, now I see! that's exactly what I wanted! I feel so dumb right now, thank you very much for your patience!

  • Yes I know, im just saying that it could be easy if you create a family.maxhealth variable but then apply a diff number for each sprite as you want (sprite1.maxhealth=10, sprite2.maxhealt=20, etc), so when you create the new sprite it is created with his own number, with no need to create a new event to change this number

    I dont know if im explaining myself correctly as my english is still bad ^^'

  • ok, thats not what I really wanted but this is much easier than manually create an instance variable for each enemy

    If linking a sprite instance variable from a family to his family instance variable could be done, it would be awesome (for sure there is a plugin out there)

    Thanks a lot for your replies! Made my day RamPackWobble! I can conclude this as solved

  • Thats not what I mean, I need to have a different predefined MaxHealth on each type of enemy

    Enemy1.maxhealth=50

    Enemy2.maxhealth=100

    and so on

    So when a bullet hits on the family enemies it substract X from the health from the on-collision-with sprite

    The point is just to have 1 condition that affects all enemies but each one with different max health

    I know every enemy has his own health if I make a family instance variable, but the same max health too, I want different max health for each enemy

    I hope its clear now ^^'

    PD: sorry, my fault, I should have mentioned its maxhealth instead of health

  • I dont know if im misunderstanding something but... the actual problem is that every enemy inside the family has a different number for health, so i cant refer to the family instance variable since, if i had one, it would be the same for every object inside the group

    If I create a family instance variable, for example enemies.health, this aplies to all instances, enemy.health, enemy2.health, etc So if i want to substract 10 from the enemy health i want this enemy to have enemy.health=50, and enemy2 to have 100 health, for example

    I dont know if I'm correctly explaining my problem

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  • The problem is that every object inside the family has his own health(enemy1.health=50, enemy2.health=100, and so on), so I cant just substract from the family

  • Let's say there are 2 or 3 kind of baddies: enemy1, enemy2, etc all of them inside a family called Enemies, and each enemy have his own health different from each other as instance variable, then there is a bullet or fireball or something that hits the enemy and deals X dmg

    How do I substract the bullet damage from the enemy health? Do I need to do it manually? I mean bullet on collision with sprite (and do it for each enemy I design) instead of doing it by comparing the UID of the family, or something like that:

    Pick enemies.UID --- substract bullet.damage from picked enemy.health

    As you can see, I'm not very familiar with UIDs and I cant find something that fits to the case (maybe it does not exists)

    Thanks and exuse if i'm asking for something really dumb

  • Another game made 100% by me (except for the music) in about 1 week of "soft-work"

    With these three shitty-games I made in the last weeks I find myself more confident with Construct and html5 (I learned ALL I know about game making, drawing, animation and coding in this time, before than that I knew nothing,(0 courses or university) so I invite everybody to start learning how to make videogames, because this is able, and more than that, you can do it by yourself thanks to Construct 2!!! So now I feel prepared to engage a bigger game in a longer period, just some learning about arrays and loops and I'm done! Kratos bless you Scirra team and C2 community, who helped me A LOT through forums and tutorials!

    About the new game I made: this is another bullsh...t and many things can be improved but i'm happy with the end result, totally worth it with the time I spent on that. I made these games mainly to build the necessary foundations to make my own videogames. And as always, tips and advices are welcome!

    The only big issue I find is the first time you play the game, there are low fps until the first ad is shown (with and without preload ad activated) Help on that would be appreciated.

    Thanks again to everybody and I hope we will see eachother for a looong time

    Enjoy!

    https://play.google.com/store/apps/details?id=com.vaank.hangout

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Vaank

Member since 29 Jun, 2015

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