lmchucho's Recent Forum Activity

  • On destroyed > Add 1 To SCORE

                 > Set GOLD_ADD to Choose (0,0,0,1)

    GOLD_ADD = 1

    TriggerOnce > Spawn coin.

                > Add GOLD_ADD to GOLD

                > Set GOLD_ ADD to 0.

    Edit:

    Fixed a typo in the 2nd action in "On Destroyed" its GOLD_ADD (like it reads now) instead of GOLD_AAD. Thanks !

    Beginner explanation of the code:

    Choose is a function that picks a random number from the options we give it. In this case (0,0,0,1) We dont have a way to know wich number the program will pick, and that was the problem the OP was facing. He wanted to add the result of the Choose function to another value, but only if the result was 1 and there is no place to check wich number the program picked since it doesnt get stored anywhere. So we just add another Variable like GOLD_ADD,that will store the result of the choose function by telling the program to set this variable to the result of Choose like this: "Set GOLD_ADD to Choose (0,0,0,1)"

    Once this is done then we can check the result of Choose just by checking our variable, in this case GOLD_ADD like this: GOLD_ADD = 1

    Then we can do whatever we want like adding the result of Choose to to the variable GOLD like this: "Add GOLD_ADD to GOLD".

    If anyone needed this explanation say thanks to Mystaszea :)

  • Fixed!

    https://copy.com/RadDJ2Rr2yw2

    Instead of SETTING the value FireMode to 1 on Z being pressed I changed it to ADD 1. And added a new event that once Firemod is grater than 1, sets it to 0. So now you can change firing modes with the same key.

  • Candy Jam

    Vikings, Candy, Scrolls, Apples, Memory, Edge!!

    I have the base engine for a Super Crate Box like game I did yesterday, anyone interested in helping me finish it and slap some art on it??

    I cant draw even a square :)

    Hurry up! We have until February 3rd!

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  • Joannesalfa

    You can do this

    Capture

  • Maybe this?

    On collision with snail

    PlayerVector.y is equal or less than 0 > Flash.

  • With a loop.

    For "loop"

    from 0

    to (number of enemies you want to spawn) > Spawn Walker.

    You can use the random expression in the second parameter if you are doing waves of enemies and want them to be varied and not always the same number.

  • I was bored so I made an example for you.

    copy.com/pLtwp0TpKrmx

    I hope you are trying to learn and not to ripoff DOD creators idea :)

  • Try bullet behavior, It should be pretty simple to implement.

  • Well if you want to be realistic, dont spawn a bullet. You cant see a bullet flying in real life so why would you in the game. Make an invisible laser for your carachter and:

    If "laser" is overlaping(Enemy)

    and Key(shoot) is pressed.

         > Destroy enemy.

    This way you can simulate high speed with pixel perfect collisions.

  • The bullet is moving too fast, at those speeds the collisions will fail often for sure. Why are you using such speed?? Maybe we can find a solution to your problem.

  • Is this better??

    copy.com/3Ivz1xValXo0

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lmchucho

Member since 27 Sep, 2012

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