LaDestitute's Recent Forum Activity

  • Dictionaries are a whole lot easier to learn, especially if you intend to distribute a project to be modifiable by the enduser, as they're far easier to grasp than arrays.

  • Layout or tilemap size does not affect performance but the amount of objects in a layout may. Also note that sizes above a certain widthxheight for tilemaps may not be supported on all systems, as given with the popup warning from importing if they are too large.

  • Zarta Can you help me with my problem I have share the CAPX on my post

    Zion, please do not hijack other people's topics. If you want someone specific to help you, send them a PM.

    Are you doing any looping with the array? Unless you are, a dictionary may be a better choice. I can whip you a small example for a dictionary, when I get some time.

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  • Can I please see a capx? The problem is difficult to understand from the text alone, just a little.

  • Seems so. My example was operating off of a static variable...a simple on/off boolean that activates the first time item-b is bought. You may have to do more work for this.

    If you link the capx, I can try to set this up for you so it works as described.

  • Your animation was looping because of the every tick event. I removed that and did some editing to help fix your animations and make them seamless like intended, even if it's a slightly unclean solution.

    https://dl.dropboxusercontent.com/u/589 ... Souls.capx

    Edit: linked the wrong file (or rather wrong directory), it's fixed now

  • That's because you have the fans action under the event as a sub-event. It'll only trigger once due to that condition. You should put it elsewhere on it's own and add a boolean variable, like:

    "B Bought" variable = 1 (true)

    Every 1 second*dt

    Adding "*dt" makes it framerate-independent, so it'll probably run better regardless of end-user specs.

  • Arrays are the way to go but you can also pre-enter the answers, export as json and then import as json for when the game loads.

    Dictionaries can do the same but are more user friendly

  • Have you tried fiddling around with checking for two values, and using one as Object.Count?

    You might also have to do custom eventing using collision boxes and/or pinned helper sprites

  • Using the wait action would be a lot simpler. Doesn't require adding any new behaviors.

    Also, be sure to include For Each conditions or pick by UID if you want only a single enemy to be effected instead of every possible instance.

  • Can I get a capx, please?

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LaDestitute

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