martdsam's Recent Forum Activity

  • Hello! I am participating in a game creation course and in the final stage I have developed a prototype for a competition.

    My game WAR OF INSECTS was developed in construct and was based on the game missile command.

    Thank you to anyone who can leave your feedback here.

    I also ask you to vote for my game WAR OF INSECTS by clicking on the like (curtir) button.

    Competition website: https://goo.gl/ifavR3

    You can vote in as many games as you like.

    I apologize but the page is in PT BR

    Thank you all.

  • Hello! I am participating in a game creation course and in the final stage I have developed a prototype for a competition.

    My game WAR OF INSECTS was developed in construct and was based on the game missile command.

    Thank you to anyone who can leave your feedback here.

    I also ask you to vote for my game WAR OF INSECTS by clicking on the like (curtir) button.

    Competition website: https://goo.gl/ifavR3

    You can vote in as many games as you like.

    I apologize but the page is in PT BR

    Thank you all.

  • You dont want to change the animation for every member of the group every tick, mouse over it or not.

    That logic is flawed and a bit slow.

    Rather do this:

    https://www.dropbox.com/s/v6n920bg2sos1 ... .capx?dl=0

    Discovered. The screen with the animation is a layer that stays on the game when I finish a phase. I put the time scale to 0 for the game to pause.

    Now I do not know how I will solve this. :/

  • You dont want to change the animation for every member of the group every tick, mouse over it or not.

    That logic is flawed and a bit slow.

    Rather do this:

    https://www.dropbox.com/s/v6n920bg2sos1 ... .capx?dl=0

    It really is some conflict in my game. But I can not find it. <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad"> <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad">

    Thank you for your help.

  • No, the logic of the printscreen is the only one I use on those buttons. I really think it might be some bug. But before anything else I'll just create a capx with this functionality. I'll post it as soon as I do.

    Thank you for your attention.

  • I've had a look at this. Because you're using a family you need to make sure that all of the animations are looping on all of the objects in the family, or I guess that particular object you are hovering over. Are they all identical? Even though the logic applies to all objects in the family, the animations will still be considered separate for each object.

    Yes, everyone has the same loop animation, although they change the speed and amount of sprites.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You need to set the animation itself to loop in the animation settings within the image editor. This will just set the animation to play, whatever its settings are, which are probably the default ones where it plays once.

    In the image settings everything is correct. The speed is at 9 and the loop is set to yes.

  • I want to animate an icon when the cursor is over it. But it does not perform the animation, when placing the cursor on the sprite it changes animation but it stops and does not execute the loop.

    Animation changes, but does not loop.

  • Having an array to hold "initialisation variables" per phase sounds correct as well.

    In fact, you would pick the value from the array on creation of the enemy and fill their instance variable with it, accordingly to the current phase (you would then use an array with at least two dimensions, X being the phase, Y being each of the variables required).

    To store those kind of data, an array is one of the available data structure.

    Yeah, that's what I thought. I know the performance would not change anything, just wanted to make it organized. After many tests I kept the variables on each enemy and created global variables to do the updates. And for me not to get lost in the future I created an event just for the variables of the enemies.

    Thank you for your help.

  • Yeah you just use enemy instance variables not global variables. On enemy 1 you have health, speed etc. You could also have a phase variable on the enemy. Then in your code you set if phase is 1, set all the variables to this. If phase is 2, set all variables to this. It looks like you are setting the instance variable values to the value of a global variable, I would base the values on what the enemies are doing and what phase they are in. They will have a default and then anything after that can be based on phase.

    I got it. I'll get it then. Thank you for your help.

  • Correct you would have to create multiple events...so what do you need help with?

    I want to make my code less. Today I use global variables to store information, but for that I need to create many variables in clearing my code is quite small. I thought about creating an array for each enemy, the array would contain the information for each level of the enemy. Just do not know if that would be the right thing to do dare to have better options.

    Sorry, but the code is in my language. :/

    code for enemy creation.

    Variable for enemys

  • If enemy phase 1, set enemy variables to 250/2. If enemy phase 2, set enemy variables to 300/3

    For this I would have to create multiple IFs to check phase or create an event for each phase with the appropriate parameters, I think so the code would not be optimized.

martdsam's avatar

martdsam

Early Adopter

Member since 20 Mar, 2016

None one is following martdsam yet!

Connect with martdsam

Trophy Case

  • 8-Year Club

Progress

8/44
How to earn trophies