ApaYaa's Recent Forum Activity

  • Or is this closer?

    http://www.blackhornettechnologies.com/ ... te_v2.capx

    problem 2 and 3 is fixed thanks,

    but what i meant for the 1st problem is theres a text showing (for example, 5) and when the player overlapped (collect) the dirt. the dirt and text will be destroyed,while giving the 5 dirts to inventory.

    thank you

    [problem 3 is that sometime if you break both block first (you still can only break 1 block at a time) and the first block had no problem(2-5 count), while the second block count can get up to 10 but it's fixed now so dont mind it]

    EDIT : nevermind i found it, thank you very much black hornet! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" />

  • all i want to do is just to make a simple thing, but it's driving me crazy.

    so hello guys,

    i need your help to point which went and how it went wrong (i'm still a beginner)

    i wanted to make so that when the block clicked, it will spawn some drops that can be stack (it should be)

    and when the player is overlapping the drop, it will take the drop*value. so if it written 5 in the block,

    player will take 5 value of block.

    errors :

    -the text showing the right number, but when player collects it, it only gives 1 value of block.

    -when there's 2 or more stacked blocks in the screen, and the players take one stack of the blocks, the other will decrease it value to 1.

    -the second breaked block might overvalue (more than the maximum) than the numbers of block it should drop (2-5)

    File : mediafire.com/file + /7swb6naa9as302q/Stack_%26_DropRate.capx

    (i cannot put an url so please remove the "+" and the space between it then copas it)

    Thank you !

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  • thanks y'all found it

  • 'Wait' and "Wait for signal' are well explained : scirra.com/tutorials/56/how ... ait-action

    From the eyes of the creator. What's in it for us 'developers' ? Well.

    'Wait' and "Wait for signal' are in base the same actions. Only the 'end of postponing' is different.

    Both POSTPONE the following (next) actions EVERY TICK that they are executed. While postponing, the only thing that they remember is the picked objects.

    Let me show you this in a simple example.

    https://www.dropbox.com/s/v7y1jx91uptoc ... .capx?dl=0

    In this example, the 'Wait for signal' is executed every tick. Each tick that is executed, it postpones that action that is changing the position.

    When Space is pressed, the 'Wait for signal' will execute ALL the times that it is postponed in PREVIOUS TICKS.

    Hence, it moves the Sprite not once for 1 pixel, but 'tickcount since last spacepress' times 1 pixel.

    The same is happening in your project. Each tick when those parent conditions are true, 'Wait for signal' is postponing those actions. When signal is given, all those actions execute once for each tick that the 'Wait for signal' postponed them. So, several (countless) times in a row.

    i see, but then do you know what should i replace the "wait for signal" into? thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

  • > (sorry i re-posted since somehow it's disappeared after the error on the web)

    > so yeah, i tried some guides of how to make games in construct 2 so you can call me a beginner.

    > then in the middle of making the game by following the steps there, i "kinda" tried to change some things on it.

    > i tried to make a automatic turn-based game. it does great but somehow the numbers messed up (absurd)

    > please take a look at this:

    >

    >

    >

    >

    > (after 1 turn each)

    >

    > sorry i can't provide .capx file. since i actually doesn't know how (lol)

    >

    > Thanks !

    >

    > ps: sorry for my bad english

    >

    I can't really tell all that's going on in yours events lol but at the point when you subtract life from the player or enemy I don't see an amount like -10

    I used the variable AttackPower. So it just uses what numbers its attackpower is (i already tried using just number 10 but it fails anyway)

  • (sorry i re-posted since somehow it's disappeared after the error on the web)

    so yeah, i tried some guides of how to make games in construct 2 so you can call me a beginner.

    then in the middle of making the game by following the steps there, i "kinda" tried to change some things on it.

    i tried to make a automatic turn-based game. it does great but somehow the numbers messed up (absurd)

    please take a look at this:

    (after 1 turn each)

    sorry i can't provide .capx file. since i actually doesn't know how (lol)

    Thanks !

    ps: sorry for my bad english

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ApaYaa

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