brunopalermo's Recent Forum Activity

  • Maybe a three dimensional array will do. I'm not aware of how complex is his array structure.

    In case you need to use JSON. Check this entry at the manual, which is very straightforward and has a link for a working project that will really help you understand. If you still have trouble, just ask here. I've been using JSON for some time now and I'd be happy to help you.

    Cheers!

  • Hey madmandom!

    I did a quick implementation of a local highscore table that you can download here. It may be what you need.

    Hope it helps.

    Cheers!

  • I don't think it's possible... Why don't you use a JSON? It can store several arrays and all level configurations you want or need. :)

  • I would suggest you use a software like FreeTar Editor to generate an array that'll control your traps. You can use one channel for each trap pattern, so, for instance, if a trap goes on with the drums, just mark the drums on a channel and if another trap goes with the vocals, just mark its channel according to the vocals.

    Hope this helps.

    Cheers!

  • Now... If you want to use a variable to determine which array to access I'm not sure this is possible. But you could use a JSON or a Xml object.

  • Im not sure I understand what you need, but you can easily access arays using variables by using the variable as parameter for the Array.At() function.

    For instance:

    Let's say I have an array with levels and their titles and rewards.

    [

    ["Welcome Level!", 10],

    ["Adventure Time", 25],

    ["Find the Treasure", 60],

    ["Trouble Ahead", 130],

    ["Final Battle", 270]

    ]

    And a variable level that controls which level the player is.

    Array.At(level, 0) would return the title for the current level.

    Array.At(level, 1) would return the coins earned for finishing the current level.

    So, when players are in level 0, they'll return thet title "Welcome Level!" and the reward 10 coins.

    Hope this helps.

    Cheers!

  • Not sure if that's what you're trying to do. I assumed you want to create only in a grid, not any X and Y.

    Download File

    Cheers!

  • A file would help...

    But speaking in general, even if an enemy is in a family you can still check types of enemies or specific instances individualy.

    Without seeing a file to understand the specific problem you're having is very difficult to give you advice on that. Sorry.

    Cheers!

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  • I'm not sure I understood what you're trying to do, but here's an example.

    In this example I have two areas (spawn and drop). You don't have to define with sprites, as I did. They may be defined by their X and Y instead. When you drag an object from Spawn Area it spawns another object randomly positioned inside that area. When you drop an object it checks if it's over the Drop Area. If that is the case, the object is flashed and randomly positioned inside Drop Area, if not,the object is destroyed.

    Let me know if you have any questions.

    Cheers!

  • You can always use the objects UIDs.

  • Thank you very much for the pointers. I'll give it a try!

  • I'll look for a CocoonJS tuitorial, then... If you have any you used and worked, please, let me know.

    Is it ok in terms of performance?

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brunopalermo

Member since 7 Jun, 2013

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