GamerGon's Recent Forum Activity

  • In my example there is a sum using the keys indeed hahaha

  • If it is not important for you wich one, use "Pick random instance", then the following actions will affect only one.

  • > Use a "assets" layout that you never go to on runtime to only place all your objects. That's what we usually do on our projects and it works and keep your game layouts clean.

    >

    Yeah, as I said in my first post, I usually already do this, my "scrap layout"..

    Still not elegant in my eyes, and occasionally I started this scrap layout when I click the "Run Layout" Button...

    It's a good practice though

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  • You always can download r239 only to open up my example

    Good luck!

  • Can you describe how Families aren't working the way you're expecting them to? Because this is the exact use-case for Families - if they're not working how you expect, there's a good chance you're somehow mis-using them.

    Agree. Families is the way to go.

    Some tips:

    1. the "for each" event you have at event 28 is not necessary because C2 already does a for each object when you have it on a condition like "is overlapping Monster1" in your case. Read: "Unnecessary 'For-each' loops" in https://www.scirra.com/blog/141/common- ... nd-gotchas

    2. Usually when you use "every X seconds", es because you want to do something "every x seconds", then, other conditions have to be after that condition not before like the one you have at event 28. Always put conditions In words so it would make sense like "every x seconds I want to check if some object is overlapping another". In your code, collision check is being made every tick, not every x seconds.

  • The 14 spaces are the initial value of the text variable, right?

  • What's "restart" means to you? F5 in the browser? because if that's the answer, you need to go with the previous advice <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    BUT don't use a LocalStorage key for every varible. Save them in a Dictionary and then pass it to only one key on the LocalStorage. Here's a example that I've just prepared for another guy about how to use it: https://www.dropbox.com/s/ndhr3i5qw9300 ... .capx?dl=0

  • Use a "assets" layout that you never go to on runtime to only place all your objects. That's what we usually do on our projects and it works and keep your game layouts clean.

  • No problem, good luck mattdaly!

  • Use an array where the index of "X" axis is your level (ZERO base, so, index + 1) and "Y" is used to store sprite colors.

    Then, in each "On Start Layout" you set the animation to the value at Array[level][sprite], where the value "sprite" is an instance variable you set before to each Sprite.

  • StudioGJ your problem is that "delete" is used to delete the entire array position, not to clear it. So if your array starts with 3 positions, after one delete it will have 2.

    Use "Array -> Clear" instead.

  • So you need a transition before two points?

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GamerGon

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