dsminor's Recent Forum Activity

  • I used this because construct has no real or function. (at least not as i understand)

    So if you have an event with X subevents and you just want one of them to trigger and then skipping the other

    ones thats what i did.

    Or to make on/off switches with global variables (global variables cant be booleons so cant use toggle)

  • You could make something like a trigger.

    Create a local variable called "trigger" (needs to be static and needs to be reset to 0 at start of level)

    For the collision event to run the trigger needs to be 0.

    And if the collision event triggers set the trigger to 1.

    So it should just run ones.

  • Hi i also had this issue.

    It was because of an imagename that could not be loaded because it used not international letters like äüöß or something like that.

    In general it means something is not loading properly.

  • Hi,

    the icon needs a variable "belong to"

    On create set "belong to" to the enemys UID.

    The Enemy on destroyed:-> poison icon with" belong to" =enemy.uid ---> poison icon destroy.

    Its kinda like what Gumball said.

  • Hi,

    just make an variable (in the cannon instant) called "shoots" and a booleon called "reload"

    On every shoot check if "shoots is >0.

    Than subtract 1 from shoots.

    If shoots =0 set reload to true.

    if reload is true (and a trigger ones) wait 2 seconds then set "shoots =5" and reload to "false"

    thats ist.

    maybe you should also make a timer for you can only shoot every 1 second or something like that.

  • Man thats tough.

    It sounds like the enemys never trigger your first event, if they have no collision activated.

    Do you add them to the layout before testing or do you spawn them in by debug command?

    Also is the "trigger once" in the first event necessary?

    It should trigger just ones for each enemy even without this.

  • Global variables are useable for all layouts.

    Only local or instant variables arent.

    For this score1-3 dont even need to be global.

    A array or a global instant would work too, as you said, but a global variable is much easier.

  • You could just make an additional variable "totalscore".

    Every time you add something to score1(2,3) you also add the same amount to totalscore, so in the end you

    have the total and the level specific scores.

    Or at the end: totalscore=score1+score2+score3

    You will need a variable to store this number anyway if you want to use it for something else.

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  • Hi,

    the problem is your setting the points, vidas and stars to the default everytime a new layout is starting.

    Remove those aktions from the "start layout" event and it works.

    Also you need to update the vidas icons on start of a layout like you do on a hit.

    I would recommend using english, for there are just more people speaking it than spanisch or portuguese.

  • Random doesent work because it gives a number between 0 and 13 which could be 5,654365764 for example.

    I guess it would work with round(random(13)) or floor(random(14).

    But still "pick random instance" is the best option here.

  • Hi,

    so you just want to count the elements with over100 (under100) in the first row?

    What about exactly 100 or 0.

    I have made a small example, you can find it here:

    https://www.scirra.com/arcade/tutorial- ... count-5391

    I hope it helps.

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dsminor

Member since 25 Jul, 2015

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