brunopalermo's Recent Forum Activity

  • Glad that helped. Good luck with your game/app.

    Cheers!

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  • Yes, you could do that using specific saving slots or using a history array, that is, an array in which you store the last X states as JSON.

    I like the first method.

    It would be something like this:

    And you would call that function before executing any action you want to be undoable.

    Hope this helps...

    Cheers!

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  • You can scale the layer.

  • Yep! Far faster!

  • You are setting the canvas size without adjusting the objects size.

    Also, it should only happen when you choose resolution from the dropdown list, but since you never added a "On selection change" condition it happens when entering the layout.

    Note this won't solve the issue, it will only make the change happen WHEN you change the dropdown list.

    Cheers.

  • One suggestion though, don't rely too much in fixed intervals. It's better to have an enemy fire when out of range, try to approach, check range again and fire if it's out of range or hit if it's on close combat range. Otherwise you risk havingan enemy attacking the air in close combat too far away from the player.

    On any attack animation ended {
     Player is on range {
     Attack in close combat;
     } Else {
     Fire a ranged attack;
     }
    }
    

    You can add a short idle time anywhere you see fit if you want it to pause sometimes.

    For instance:

    On any attack animation ended {
     Player is on range {
     Attack in close combat;
     } Else If random number < 0.3 {
     Wait 1 second;
     Fire a ranged attack;
     } Else {
     Fire a ranged attack;
     }
    }
    

    In this second example there's a probability the enemy will stop a while before firing.

  • In that case I would use a 3D array where X is the difficulty level, Y is the Enemy ID and Z is the Attribute.

    Example (in JSON format):

    {"c2array":true,"size":[3,2,3],"data":[
     [
     [50,150,10], [75,100,25]
     ],
     [
     [100,250,25],[150,150,50]
     ],
     [
     [200,350,50],[300,200,100]
     ]
    ]}
    

    Each line is a difficulty level (Easy(line 3), Normal(line 6) and Hard(line 9)).

    Each block in a line ([50,150,10] for instance) is an enemy. In this list there are 2 enemies.

    And each item in the block is an attributes (Let's say Life, Speed and Damage for this example)

    First enemy is weaker and causes less damage, but is faster than the second. In Easy difficulty, for instance Enemy 1 has 50 life, 150 speed and 10 damage, while Enemy 2 has 75 life, 100 speed and 25 damage.

    This way, when you create an enemy just access the values in the array for the corresponding difficulty and enemy using array.At(difficulty, enemyId, attributeId).

    Let's say the difficulty is HARD and you are spawning a Enemy of the second type. Its life would be enemiesArray.At(2, 1, 0), its speed would be enemiesArray.At(2, 1, 1) and its damage would be enemiesArray.At(2, 1, 2).

    Check this example. It will ask for the difficulty the first time and afterwards it would just use the one saved. It will also list the picked difficulty and the attributes for each enemy at each difficulty.

  • The easiest way is saving on the cloud (Dropbox, GDrive, etc) and granting access. You can do that from the save dialog in Construct 3. Or you can save the .c3p file locally and upload it to wherever you like.

    Cheers!

  • Hahahaha. Man. I just checked your Planetotron and it's awesome! Congrats!

    Cheers!

  • dop2000 always beats me to these stuff... You're too fast, man, let me solve some once in a while. LOL.

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brunopalermo

Member since 7 Jun, 2013

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