Naxos84's Recent Forum Activity

  • Thank you very much. I will have a look at that video (if i find it)

    Edit: actually i was thinking about implementing some of the things mentioned in the video.

    But now when i see this video i think it is an awesome opportunity to polish my game.

    Real big thanks Vallar

  • IndieKiwi

    ashar

    A new version is out.

    See first post for information about it.

    At the moment the game is very easy, cause you get plenty of starting credits to test the game.

    You should use this opportunity, cause in the future its getting harder.

    As always. Any feedback is appreciated

  • I think you could do it like this....

    Not sure wether this is the best way.

    https://dl.dropboxusercontent.com/u/108480585/randomexample.capx

    By clicking the Button you pick a random rectangle and make it dissapear

    In the array "1" means is dissapeared and "0" means is still visible.

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  • You have unlimited ammount of bullets. Just (R)eload

    The game only assigns the prober number of bullets in main menu. so refreshing the game layout will NOT reload your weapon.

    IndieKiwi But letting zombies drop something (bullets, health etc.) is quite a nice idea Thx

    Edit: added known issues to main post.

  • Ok guys... its time for the first update.

    I made a few changes in code so the Shop can come in the next update.

    Changes in this version:

    -You have an object to defend. (If the zombies reach this object you loose health)

    -Yes now you can "die" if u hit a zombie you loose health

    -changed accuracy of the weapons(will be upgradeable in shop)

    -added score (no highscore)

    Link to the game http://www.scirra.com/arcade/shooter/17129/the-game-with-no-name-yet

    Edit: No i will not share my capx at the moment, but if anyone wants to know how i solved a special thing PM me.

  • The problem is....

    if u change height it "cuts" away a bit from top and bottom (of the sprite) so the sprite can fall again.

    Then bounce = 1 again.....

    So if u assign the Origin-ImagePoint to the bottom it only cuts away from top..... so it can NOT fall again...

    Like spacedoubt said

  • Here is an example capx i made for you.

    https://dl.dropboxusercontent.com/u/108480585/webstorage.capx

    It works as follows.

    If there is already a "local key" called "my_games_highscore" it loads that value into the textbox.

    if u click the button and the textbox is NOT empty it will set the "local key" called "my_games_highscore" to the value in the textbox.

    I hope that helps.

  • Yepp....

    Just found that error on my own right now.....

    i didnt see that "+" in front of event 30 and thought thats it ^^^

    Sorry

    AND BIG THANK YOU

    EDIT: yes now everything works fine so far

  • Obviously i mixed them up

    But "Array Width is 4 and Array Height is 12" now is correct. (At least thats what C2 says )

  • CAPX

    https://dl.dropboxusercontent.com/u/108480585/wt.capx

    Array Width is 4 and Array Height is 12

    so its like Array(4, 12) right?

    first row stats for weapon "0" -->Pistol

    second row stats for weapon "1" --> MP

    third row stats for weapon "2" --> Shotgun

    fourth row game stats like cash, level etc.

    I use different "Y-Index" cause in Array[X,1] it has the value for the clipsize for the Xth Weapon

    and in Array[X,11] it has the value of the current amount of Bullets in the Xth Weapon mag

    So my Pistol Clipsize ( Array[0,1] is of size 6 (so if i reload that weapon, i need to know how many bullets i get to fire away)

    If there are problems understanding my code. let me know

  • For my Situation...

    Im working with the Free Edition.

    I have some Gun Objects. One of them is named "Pistol" it has instance variables in it so i can access my Array with them.

    Pistol.WeaponID = 0

    Pistol.ClipSize = 1

    Pistol.currentAmmo = 11

    i have an Array with weaponstats in it.

    Array.Width = 12

    Array[0,1] = 6 ==> Size of the Clip of that weapon

    Array[0,11] = 6 ==> Ammount of Ammo inside that Clip/Weapon

    When i start my game the array is getting intialized with values like i want.

    When i shoot my weapon (the first time) it substracts 1 from Array[11] until empty or getting reloaded.

    But when i reload im doing:

    Array --> Set value at(Pistol.WeaponID, Pistol.currentAmmo) to Array.At(Pistol.WeaponID, Pistol.ClipSize);

    So i want to put the value at Array[0,11] to the value that is stored in Array[0,1]

    so that i have a full clip again. well the first time i reload it does exactly this.

    But its doing something else (too)... My Programm is setting Pistol.currentAmmo to "1" (thats the index of Pistol.ClipSize)

    Why?

    If u have any questions to understand my issue please let me know.

    Thx

  • shinkan

    thanks that seems to work....

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Naxos84

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