Sargas's Recent Forum Activity

  • i think, since they are so different, you would have to set events for each of them separately. You could, however, use functions with parameters for the things they might have in common, and to save some space and improve performance by some fraction.

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  • I know that you can, for instance, get the mouse coordinates for a specific layer using mouse.x("layer"). maybe there is a way to get something like that for other objects. (https://www.scirra.com/manual/114/mouse)

    You can also, maybe, use the layer.canvasToLayerX(x) expresion. (https://www.scirra.com/manual/28/layer) not sure how it works though. but it seems to be made exactly for that purpose.

  • You really need to make an effort man. I assure you everyone with some experience knows how to make that kind of game.

    You should start with the beginners tutorial, read the manuals, and then i'm sure you'll be on the right track.

    the "How do I...?" sections it's not a magic place where people do all the work for you.

  • ok, so:

    1) on something in collision with trigger, while enemy.count = 0 ; then system creates object at coordinate. (this coordinate could be any object.x, object.Y, in case you want to move the spawner around)

    2) I wouldn't mind copying this line for different triggers/spawners. it's just 1 event anyway =)

    3) if windows 7, there's a tool for making images from screen. if not, press the print screen button i guess

  • I think i could help, it doesn't seem to be such a complicated deal. However, could you please edit the post so i could better understand what you mean, and the problem you're having?

    For what i think you meant. maybe you could add a "object.count < 1" as a condition for spawning?

  • generating a procedural game in construct with those characteristics is incredible simple. However, it's so simple, i'm gonna suggest you read the manual, take the beginners tutorial, and then for any follow up questions, search the tutorials and forums using the search tool in the page, since it's really likely that question has already been asked and answered.

  • did you search the manual, tutorial, and or forums using the search tool in the page?

  • technofou no problem!

  • oh, you're right. didn't think of that one.

    So the bug is present in 2 places. at the end of the event sheet, and the end of every group.

    Ashley should take a look at this eventually , hopefully it's a a minor problem and not something that requires a total rewrite of the entire program xD

  • well... thats weird. for me it REALLY does only happen on the last line =/

    unless.... hang on a sec, gonna test it just to be sure.

    ok, now i'm sure. at least for me, the problem is only present on the last line of the event sheet.

    https://dl.dropboxusercontent.com/u/20613220/see.gif

  • you could, however, by default, when you start a new event sheet, just place a comment at the end, and leave it there forever. problem solved.

  • nono, what i meant was that you

    1) make a Global Variable called "timer" or wathever, which you set to 240

    2) then you tell the system to subtract 1 every 1*st (60*dt = 1 second) while "timer" is greater than 0 (this event has 2 conditions)

    3) and when "timer" is less or equal than 0; set the variable back to 240. so the timer loops. and also do what you want to do at this point. (I recommend that you add a "trigger once while true" to this event")

    so, you don't really need to create any invisible objects for this, get used to the global variables. unless you need to have distinctive timers for different instances of the same object, in which case give the timer variable to the object instance variables.

    then, if you need to display the "timer"'s value, you set the text to ("text"&timer) <--- the word "timer" refers to the variable "timer"

    you could, in fact, make the variables inside the text object, but personally, i prefer to have variables like that in plain sight in the event sheet.

    however... i'm sensing that you want the system to start spawning things after a certain amount of time has elapsed since the start of the layout? you can create a variable timer for that too =P

    and in that case, use what i told you before, except don't restart that timer.

    and in the following events you can use the "every x seconds" along with the "variable = 0" condition. So the every X seconds will only become active after the first variable is done. And it will reset every time you restart the layout.

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Sargas

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