oosyrag's Recent Forum Activity

  • You are getting rejected because you are not following the guidelines. Try submitting each of your games as individual apps.

  • Make use of the trigger once and inverted conditions to turn them into triggered events. Avoid using the every tick condition if possible

  • You can take advantage of a "state" variable on your crow object. Use different events to control the behavior according to the state.

    For example, add an instance boolean variable "attacking", default false.

    For your events:

    1. if "attacking" is false -> fly in specified area.

    2. Trigger once, compare two values distance(player.x, player.y, crow.x, crow.y) < specified distance -> set "attacking" to true.

    3. If "attacking" is true -> attack player

  • You should keep track of non-visual data with instance variables. Your house object can have a variable that keeps track of the population.

    Edit: and your post dissapeared, but I'll leave this here in case you were still interested.

  • You can set "Global" in your object properties.

    https://www.scirra.com/manual/71/instances

    [quote:1r9a33d7]Global

    By default, all instances are destroyed when the layout ends (e.g. when going to the next layout). If Global is Yes, none of the instances of this object type will be destroyed when switching layouts.

  • I haven't looked at your capx yet, but here are some general ideas:

    A progress or percentage bar is always current amount divided by the total. So you'll need to be able to answer the two questions "How many people have water?" and "How many people need water?". One way would be to run a For Each loop, adding 1 to a variable for each object that meets the requirement "Has Water", and then divide that total by the total number of objects that should have water. Same for food.

    For happiness, one way to do it would be to have a similar percentage bar, but count each category of need instead. So if you have two needs, and you only meet one of them, that object would be 1/2 happy. Your happiness amount can change over time instead of being instant if you want to make it more complex.

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  • Set your text to the HiScoreFormattedAt(index) expression, or the other expressions related to the hi score.

    Remember it takes time to get the data, so use the trigger condition On hi-score request success to set your text objects, otherwise nothing will show up (trying to set the text to hiscore when hiscore is not available yet).

    https://www.scirra.com/manual/175/google-play

  • AFAIK you can't use the :hover tag, but you can use a mouse "cursor is over" condition to set css styles via the set css style action.

  • Is your game a compilation of other games? It is probably the way you present it.

    "...the code is not offered in a store or store-like interface... " is probably the most common basis of rejection.

  • Are you trying to generate your background on the fly or design the level manually? Nothing wrong with using a really long/large tilemap and scrolling it with a bullet behaviour. Just don't try it worth a large sprite or you will probably have memory issues.

  • Alternatively if you want to use an array, you can index the UID of each text object into the array.

  • For c2, use Rex's plugins. For C3, it is an upcoming feature built in to the new runtime, which should be on its way soon. As they were able to run benchmarks on it, it should at least be in a semi usable state already.

    https://construct3.ideas.aha.io/ideas/C3-I-25

    https://www.scirra.com/blog/224/announc ... -3-runtime

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oosyrag

Member since 20 Feb, 2013

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