nimos100's Recent Forum Activity

  • You will be better off, just regenerate the region around where the new obstacle is. It will improve performance.

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  • Np

  • That's was a lot of events and layouts, which ofc doesn't make it easier

    But some obvious things to check. Is number of collisions, amount of objects being created running wild due to a bug. A bit harder to track is unnecessary updating of objects.

    Think that's the best I can come up with, Its not easy to help debug such a big game

  • Here is a working game.

    It only uses + and - but extending it shouldn't be a problem.

    [attachment=0:3a02up90][/attachment:3a02up90]

  • Looking at your program, ill rather not. Because I would not do it like you have done it. Meaning I would pretty much have to make it from scratch. Which I don't think would benefit you a lot, as the moment you have to expand it, you would have to agree/understand the way I did it.

  • 1. Should be fairly easy. Since you know the answer before hand and even if you generate it. You can have two variables one for each number. So if the basic setup is "A + B = C"

    Then you can store a random number in "A" and "B"

    And then you just:

    "Pick random <Answer box>"

    (in a variable you store the correct answer, for instant in something called "Result" and then make a Boolean as well, that will allow you to see if an <Answerbox> have been given a result, and one to mark it as the correct answer)

    "Set <Answerbox>.result = A+B"

    "Set <Answer box>.text = <Answerbox>.result"

    "Set <Answerbox>.Have_result = True"

    "Set <Answerbox>.Correct_answer = True"

    For the others you can just check to see if there is already stored a result.

    <Answerbox>.Have_result = False

    For each <Answerbox>

    "Set <Answerbox>.Result = int(Random(50) + 1)"

    "Set <Answer box>.text = <Answerbox>.result"

    "Set <Answerbox>.Have_result = True"

    "Set <Answerbox>.Correct_answer = False"

    Then you can just check if the player have selected the right one. And use the result to show the player that it was correct or remove it and just write correct, whatever you need.

    2. Can be done with a button where you do it all over again or you can hook it up to a timer that will make it do it again after a certain amount of time.

    3. To make sure that the first number is always higher, you can just generate the second number first, and add another random to it.

    "Set <First number> = <Second number> + int(random(10)+1)"

  • Can you try to post a screenshot of the code?

  • Your problem is most likely your picking, meaning you are not picking the correct object to destroy, therefore it destroys all of them.

  • "Compare tile at" need a tile coordinate not a pixel coordinate, so you have to convert it first. Like this:

    Therefore its often in my opinion a lot easier to keep track of each objects TileX and TileY in some variables, so you don't have to convert the coordinates all the time. But can just use these to check vs the tilemap.

  • LOS might not be the best way to do it, as you would have to set up something to block the sight. However if you are using sprites as waypoints, you could give them a number through a variable and in your enemies you make a variable as well that keep track of where it should go next. That way you can just place the waypoints where you want and they should follow them.

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  • The path finding shouldn't prevent you for making an enemy attack the player. You can just make a "Line of sight", "Distance check" etc. It should work even if the enemy is moving along a path or maybe I misunderstood you?

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nimos100

Member since 23 Sep, 2012

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