lionz's Recent Forum Activity

  • I can share how I did it in my game. num is to identify the 3 upgrades 1, 2 and 3, left to right. The perkID is to assign an upgrade to that slot. Note I am using 3 instances of the same object, not different objects, if you are using 3 different objects then you can instead use these than using the num variable (i think you can safely just use one object with a var though since each of your three objects has the same animations)

    The advanced random permutation table is useful as it scrambles a load of numbers so if you have 6 upgrades it will shuffle 1 to 6 i.e. 4,3,2,1,5,6

    Then on your object where I set perkID variable to the positions of the permutation table you could instead set the animation frame to the same value. So in the table i mentioned above your upgrades would be set to frames 4, 3 and 2.

  • I think by remember completed tasks you mean then keep the objects where they were before you transitioned between layouts? Look at Persist behaviour, it keeps the position and variables of objects when you go between layouts rather than reset to default.

  • Depends what you mean by 'task', probably use a global variable

  • Yes like this, better to give the illusion I think because no need to make a huge level that the player moves down. Keep the background very simple and it should all work well.

  • Is it already there in the side bar ? Means it was added already...

  • I would guess in that kind of game the player doesn't move but the obstacles spawn and move upwards to give the illusion that the player is moving down, and when reaching a certain Y off screen you can destroy them.

    For moving them up I guess bullet should work but it wasn't good for you ? You can also try Move To behaviour to move them to certain location which does the same thing.

  • Create the function yourself with add function on event sheet, and then call it in the same place. For the paramter you add the parameter on the function itself. Instead of using function.param(0) to refer to the parameter it would just be the name of the param appearing as a variable after you create it.

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  • So you agree then, it's a Wait. The idea of having multiple on start of layout events seems confusing to me, I've never done that myself.

  • The reason the last one doesn't work is because in C3 you need to wait for the next tick before the created objects become pickable and you have it all in one event. You could try adding a small wait then after this set a variable to true, which then triggers the for each loop if var=true.

  • Move to top or bottom should work as it will always move above or below the other object.

  • The swapping already works. This was tested before the system got more complex.

    However I will take your advice and make a check when something is picked up and run the loop afterwards. I will also try "else" to check if all slots are filled.

    Thanks!

    Oh okay, what isn't working?

  • Take the triggering event of char out of the loop and run the loop one time like you are picking up an item, there's too much happening like the char overlapping the item while the loop is running, should be very simple like char picks up item then you trigger the loop and with the first sub event, where the loop is assigning the item to a slot only.

    To check if all slots are filled you can do if itemslot=none and run the normal pick up item loop only if itemslot.pickedcount > 0, then 'Else' means there are no empty slots you can run a different function, the swapping mechanism though this wasn't mentioned before.

    For swapping item it depends how you want to do it and needs to be designed first on when you would swap and how and which slots are picked.

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lionz

Member since 5 Aug, 2013

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