lionz's Recent Forum Activity

  • Ya I was expecting simpler tile movement events but you have a lot of events with sub events running every tick, and I can't edit the file as I don't own C3. I just apply the same logic from C2 on projects I can test :D I did notice that event 77 doesn't have a wait though which might cause inconsistencies.

  • Holy shiz that's some events, I was expecting something basic haha. Looks like the problem is he freezes because your normal movement of clamp stops if seescheeky is true, so maybe you need to override or create new movement events for when seescheeky is true? Maybe it's not that simple as it's quite in depth but I had a good read of the event sheet.

  • hiya, assuming it's as described with tiles spawning on spawn point, create an instance variable on the spawn point object. Then have on start of layout 'for each spawn point' set instance variable to choose(1,2,3,4). This will give each spawn point a random number. Then you relate the number to created tile i.e. if spawnpoint.variable=1 spawn block A, if spawnpoint.variable=2, spawn block B etc

  • What is your logic for movement, you simulate control every tick then wait 0.03 seconds? Let's see the events for enemy movement.

  • Looks good so far, can't really review it without playing it though :)

  • Not sure I'm fully understanding it but let's say it's 5 'levels' or characters and in each level you can pick correctly or incorrectly and then it moves onto the next question. Each question is represented by a row in the array so 0, 1, 2, 3, 4 are the questions and correct is at Y=0 and incorrect is at Y=1.

    You would have a question number variable which starts q=0.

    Then the logic is, whenever a player selects a colour, if correct add 1 to array.at(q,0), if incorrect add 1 to array.at(q,1)

    Then when the question is over you add 1 to q.

    So your array corresponds in this way

    question 1 | 0,0 | 0,1

    question 2 | 1,0 | 1,1

    question 3 | 2,0 | 2,1

    question 4 | 3,0 | 3,1

    question 5 | 4,0 | 4,1

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  • It's still not well explained, better you try to explain the game more. What 5 slots?

  • Almost the same then, push correct variable to back of X and set array.width-1,1 to incorrect variable.

    This leaves you with

    correct | incorrect

    correct | incorrect etc

  • If there is no real issue about which one of the overlapped enemies is destroyed you could use enemy > pick top to choose the enemy highest in Z order and delete that first.

  • I would do it like :

    Correct clicked - push 'correct' to back of X

    Incorrect clicked - push 'incorrect' to back of X

    So your array may look like this

    Correct

    Correct

    Incorrect

    Correct

    Incorrect

    Then when the width is 5, i.e. 5 results in the array, you can begin to pop the array at the same time which removes the top result as you add a new result. This is then a list of last 5 results.

    If this doesn't help then what you mentioned 'Now i want to record last 5 play's result and next play have to add and remove previous accordingly.' needs to be better explained.

  • 'push' the latest click to X on a blank array, when the array width is 5, start to 'pop' one result from the array that removes the oldest as you 'push' the latest one to it.

  • Cool, both games look interesting!

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lionz

Member since 5 Aug, 2013

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