DogeDev's Recent Forum Activity

  • Is there any way you can remove that plugin CB Hash? I'm using Construct 3.

    Sorry, gonna remove it.

  • I'll email it to you. Where to?

    4ndreyg4merjoe@gmail.com ( i know, the email sucks. )

    But, you can upload to dropbox too.

  • Send the .capx, so i can see it better and try some things with debug.

  • Let's see the new code and tell me the example values you have for player and enemy level.

    i'm gonna send you the capx, and, thanks for the help bro! ( Btw, i already removed the level thing, i realised that they are a trigger like the 0,001 seconds but a lot slower xd )

    You can use the debug tester to change values of the Power Level. ( They scale with health, level and damage. If you can make to him scale with firerate, i would really appreciate it! I didn't do because, the lower the firerate, the stronger it is ( like, it's firerate ) )

    Link: dropbox.com/s/aesu63sp6gd0wnh/Cube%20Up%21.capx

  • I apologize if I am new to this. Do you want a screenshot of the event page or do I need to upload the capx? Just trying to make sure I am careful with my game code.

    You can just send a screenshot, but, the capx should do well too.

  • I cannot get this new text box to update. When I first started building my game I needed to create a timer. So I found code to a walkthrough for setting one up and part of it includes setting the text on the load of the screen. This works fine and this text box updates. Now when the timer runs out, it takes you to an endgame screen. To make sure I had a normal text box, I cloned the the timer one and renamed it. I then have it set to say "So close! You almost earned" & EStars & " stars!" the EStars are a global variable which is set to 0 but does not reset on any loads, so nothing is resetting it. Even if it did it would just say 0 stars. The default text right now says, "Hi" just to test if it will change, but it never changes. What should I be checking?

    Post your code. So i can try to see what's wrong.

  • Ay bois, this time, i wanted to know how do i make an Power Level Detector for enemies in my game. I tried making one by myself, but, didn't go well.

    So, my objective is: Detect the Power Level of the enemy, and, compare with the Power Level of the player. If it's too high, then the enemy will become Red ( Hard Enemy ). If the enemy has an PL not too high or not too low to the Player's Power Level, then, they will become Yellow ( Medium Enemy ). If the PL of the enemy is too low from the Player's Power Level, then, they will become Blue ( Easy Enemy ).

    So, example: If the player faces an square with the Power Level of 500, and, his Power Level is 1000, so, the square will be Blue, will be easy to kill him. Same if the square has 5K of PL, and the player 10K.

    Example 2: If the player faces an square with the Power Level of 2500, and, his Power Level is 2200 or 2700 ( Btw, 2000 or 3000 too ), the square will be Yellow. Not so easy, but, not so hard to kill it. Same if the square has 250 PL, and, the player 220 or 270.

    Example 3: If the player faces an square with the Power Level of 17500, and, his Power Level is 10K or even lower, the square will be Red. Very difficulty to kill. Same if the player has 1k PL, and the square 5k ( Or 2k, 3k, 4k . . . ). And, same if the player has 175 PL, and, the square 500 or higher.

    So please, if you know how to make it, please tell me! You can suggest ideas too!

  • Yes so run it when the player levels up

    Didn't worked, they are glitching in the same way. But, i need to change my code, it's obviously not working and is a bad code, but, i can't think in a better way to do it.

  • Yes so run it when the player levels up

    That's a good idea btw, gonna try it! Thanks for the solution bro!

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  • Because you're running it constantly, you need to assign it once since that's the kind of mechanic you're going for.

    I need it to run constantly because the player will level up every kill, so, the power level of the player will constantly changes, that's why i need an checker.

  • What overlap are you referring to, do you mean when they can both be true? You can list the conditions in order from easy to hard so it always sets the hardest one meaning if you qualify for easy, hard, ultra it will set ultra and if you qualify only easy, hard but not ultra then it would set hard and ignore ultra etc.

    Hey bro! And yes, they overlap when these 2 are active. Like, if the Pl of the player is Lower than EnemyCube.PL / 4, they will also trigger the Hard if they power level is lower than EnemyCube.PL / 2, and, these two will glitch and the animation will lock in the Ultra, or, sometimes glitch and lock in hard no matter what. I tried listing in order but didn't worked :c, i'm really trying to think something to fix it. If you want to view the code, see the link below.

    Link: imgur.com/a/mgxLsn8

  • Ay bois, this time, i'm trying to make an skill level detecto for my game. So, when an enemy spawns, he will get 4 stats with some values. These stats will make the Power Level of the enemy. Now, my objective is, to detect the power level of the enemy, and, make some specific thing, like this:

    If, PlayerCube.PowerLevel < EnemyCube.PowerLevel / 2 then

    EnemyCube set animation: Hard

    So, i want to check multiple times to give more difficulty tiers to the player know that, the boy they're facing is strong.

    If, PlayerCube.PowerLevel < EnemyCube.PowerLevel / 4 then

    EnemyCube set animation: Ultra

    But, obviously we can see that the 2 event overlap the first event. My problem here, is, the overlap btw. I tried making new triggers, or, using for each / a lot of things, but, my brain cell can't think in a way to solve this. So, please, if you know how to make that i want ( and if is good enough ), please tell me!

    Edit: If you know, how to make an better skill level detector, please tell me too!

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DogeDev

Member since 15 Mar, 2017

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