AM_Games's Recent Forum Activity

  • Did a couple of these "courses" when I was at college and Uni and it seems the key thing to have is a clear end goal.

    You need to know what they're going to achieve at the end of the week and put them into realistic teams to do it.

    You could have each child working on a separate thing but how i've always done similar "courses" is to have one overall project and each individual works either alone or in a group to assemble a section of it, with it coming together as a whole at the end of the week.

    If it's a full 5 day thing then it might be worth doing something similar to the below:

    Overview of Construct 2 and get everyone to complete a basic "game" in it and then split everyone up into teams for Art, programming, sound, etc.

    Not sure if this will be too advanced for 14-15 year olds though, without knowing their backgrounds.

  • Hi mate,

    Just had a look at your CAPX file and not really sure what you're asking.

    It seems like you need to duplicate the ring objects and set the code per object. Presuming that is what you're after, please see attached file.

    https://1drv.ms/u/s!Au_xHg0ueCl3wQQCr0jugy09k0RR

    (Hosted it on my one Drive, so just right click and download)

    Apologies if I have misunderstood.

  • Tried to download and have a look at this, apparently need to request permission to view your link on drive, so i've done that

  • Thanks lads, sorted now.

    Looks like it was me being a bit special and not noticing I hadn't added a pick condition.

    lamar

    Done, thanks!

    99Instances2Go

    Thanks for pointing that out, i'll switch it to individual instances on screen (or close)

  • You do not have permission to view this post

  • Hello folks,

    Hopefully someone can help me with this.

    Basically, my issue is that the Enemy's do not stop pathfinding or movement when they get within a certain distance to the player. As far as I can tell the math is sound, it's a simple check to see if the distance is less than 5000 and greater than 450.

    Another check to see if it's less than 450 should stop the movement.

    Please note that the path finding TO the player works as expected

    Code is below, hoping i've missed something basic but if not, any suggestions?

    Cheers,

    Matt

  • The System->XXXX = 1 events need to all be separate events.

    you have all 3 in one event so it is checking "is it 1, is it 2, is it 3" all at the same time

  • No problem at all

  • Just answered something similar to this on another thread;

    Using global variables:

    Global Variable XXXX
    
    event - On enemy death -> Set XXXX to Round(Random(0,100))
    event - if XXXX => 50 -> CreateObject.YOUR.POWERUP.HERE    (so if the variable is greater or equal to 50, spawn a powerup)
                                              Set XXXX to 0  (and reset the variable to be safe it only spawns 1)
    [/code:25uncbt1]
    
    So what you have is 1 variable that you randomise between 0 and 100 on the enemy death.
    If you then check if it's greater than or equal to 50, this will give a 50% chance for spawning a powerup.
    Best to always reset it to 0 after you've spawned one to avoid any chance of accidentally spawning 2.
  • Hi senecaa

    to pick a random number you can use the code "round(random(0,3))"

    This will pick a random float between 0 and 3 and round it up to an integer (whole number).

    To round it down instead use "floor(random(0,3))". This will floor the number, essentially rounding it down.

    So, to make this work with your application, you could do something like:

    Global Variable XXXX
    Event - every 0.25 seconds & XXXX /= to 0 -> Set variable XXXX to "Round(Random(0,3))"     (This will set the variable 4 times per second)
    event - if XXXX == 1  -> SLIDER.SetPosition to (whatever your X/Y position 1 needs to be)
    event - if XXXX == 2  -> SLIDER.SetPosition to (whatever your X/Y position 2 needs to be)
    event - if XXXX == 3  -> SLIDER.SetPosition to (whatever your X/Y position 3 needs to be)
    
    event - Keypress SPACE -> Set Variable XXXX to 0 (this will stop the slider moving)
    [/code:3nnjazec]
    and then the rest of your events afterwards to control things like the message popup and restart the game.
    
    hope that helps.
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  • Milupa5

    To easily change the colour of a sprite on the fly then use the effect "SetColor" or "Adjust HSL".

    If your sprite is black and white/Greyscale, SetColor lets you apply a blanket colour to it.

    If your sprite already has some colour in it, use "Adjust HSL" to modify the existing colour.

    You can modify the parameters for these effects through the event systems.

    These effects are expensive on mobile but should be fine if you don't overuse them.

  • Turaco

    Personally I work with Power of 2 sizes (16x16, 32x32, 256x256) etc and scale them in engine.

    This is a throwback from my days working with Unreal engine though, as it was more efficient to do it that way in the past.

    There's a decent article here on why P02 is best.

    https://www.katsbits.com/tutorials/text ... of-two.php

    Basically, using Power of 2 images speeds up loading and can solve a lot of performance problems due to the way 'most' games engines handle textures and how they're loaded into system memory

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