tarek2's Recent Forum Activity

  • brentbj

    You could use is "Between Angles" expression

    Not sure which behaviour you are using to move the enemies but here is an example using the Bullet behaviour

    https://www.dropbox.com/s/4b9nwu825nar8mu/mirror%20%28is%20between%20angles%29%20bullet.capx?dl=0

  • Not sure if it's the same problem but when I tested today the beta r217

    Every time I close the preview or a Project the whole editor becomes Gray and blocked I had to restart many times

    Here is a Pic that I took

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  • Hi,

    You already have the events for when they open the doors

    I think you could just do now:

    Add a Variable "Doors Opened" = 0

    Every time you open the Door

    In a sub-event >>>> Add 1 to doors opened

    "Doors Opened" = Total Doors to open >>>>> Action Game wined etc......

    The total is the doors that you have to open

  • You're Welcome

    I see,

    So here is what you have at the moment according to the events that you posted not sure if its what you were trying to do though:

    Every 3 seconds you create the object "Spr_StarBad"

    Then you have on the event that you highlighted:

    "Spr_StarBad" on created >>>> wait 8 seconds and set Bullet Speed and Angle

    So if you wanted to create every 8 seconds then that is not what was happening as you creating that object every 3 seconds then the Objects don't move because probably they start with Bullet speed = 0 then 8 seconds later you make them move. So you could have easily two objects created and waiting to be move between each spawn.

    You may wanna read this to help you understand more about how the events work:

    https://www.construct.net/en/construct-2/manuals/construct-2/project-primitives/events/events-work#:~:text=Events%20work%20by%20filtering%20specific,run%20for%20those%20instances%20only.&text=The%20specific%20instances%20of%20Bullet,%22picked%22%20by%20the%20event.

    I hope it helps

  • Hi savvito123 Thanks for the explanation

    After read many times this is what I understood, it may be wrong though

    Say you have an Array Width = 32 >>>> that is 8 x 4 =32 cards

    For what I see you have some values stored for the Cards (Var = Time) and roughly it goes from value 0.2 which is stored in Array index = 0 up to the last index on increments of 0.2 roughly (I know you have different Values there but this is just for simplicity, you can change to your values later)

    Example:

    Index = 0 >>> 0.2

    Index = 1 >>> 0.4

    Index = 2 >>> 0.6

    Index = 3 >>> 0.8

    Index = 4>>> 1

    Index = 5 >>> 1.2

    Etc.....

    Now if the Player dealing is = Player 4

    The first player to get the Time is = Player 1

    Example:

    Round1

    Player 1

    Card1 = 0.2

    Card2 = 0.4

    Card3 = 0.6

    Player 2

    Card1 = 0.8

    Card2 = 1

    Card3 = 1.2

    Etc....

    Round2

    Player 1

    Card4 = 2.6

    Card5 = 2.8

    Player 2

    Card4 = 3

    Card5 = 3.2

    Etc....

    If this is correct I made a demo for you, if it's not what you need just tell me what is missing or what needs to be change

    https://www.dropbox.com/s/1ot0u904yr54rfx/cards%20dealing2.capx?dl=0

  • Still is a bit not clear what you trying to do

    Are you trying to pick 8 random cards for each player?

  • For the second example

    Why do you think it shouldn't work? and I can try to explain from there

  • You could use Timers for that

    Here is one example

    https://www.dropbox.com/s/66nj34sslgpmpjp/create%20blocks.capx?dl=0

    Level 1 waits 5 + 4 then Spawn every 4 secs

    Level 2 waits 5 + 6 then Spawn every 6 secs

    Level 3 waits 5 + 8 then Spawn every 8 secs

    If you have many levels then to avoid putting a big "Else" List you can just save the the info in a dictionary and extract it from there at the start of layout

  • I was just having a little fun with the examples and I saw this number that got me curious as I thought it should be 6 instead of 8 or maybe I just understood wrong how it supposed to connect and the transmission of Power that it should come from each side.

    I will leave it here for you guys just in case its a bug and if it's not you can just ignore it and forgive me for the interruption )) knowing Rohjo I don't think it will be a bug as it always gives accurate examples and probably that's the way it should work.

    I used the Capx 3 >>>> "power_with_id_multi_source.capx"

  • Not sure if this is related but a few weeks ago or so I updated to Chrome 85 and since then I have many crashes out of "Memory" even with like 4 or 5 pages opened only but it was nothing to do with C3 as I didn't even have it opened. I have 16GB RAM and I didn't have any program open on that time so definitely was plenty of RAM there, and this happened many times.

    Maybe is not related to your case but I thought to mention just in case.

  • If the game has many things to load and it takes longer than usual to load wouldn't that affect the Spawn as you use the Wait as it could delay the waits?

    I will use Timers to be accurate at all the times without any delays, to be on the safe side.

    https://www.dropbox.com/s/784qwx5jtvj1bkm/spawn%20in%20time.capx?dl=0

  • I haven't tested it yet but my plan was to do like Dop says but instead of Ajax check if local storage "Version Number" exist

    If not you know its first time he plays the Game

    Else >>> Check the version number saved on local storage against the version that is about to play if it's lower then Update the Game and save the new version back to the Key "Version Number" into local Storage.

    Also when the update is available then remove the Button Play and show just the Button Update so there is no other option other than the Update, is like forcing it no choice.

    I saw many Games doing it and that's the model I would love to follow.

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tarek2

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