lionz's Recent Forum Activity

  • Assuming they are created with default lock=0 then it makes sense that there would be multiple on screen that fulfil lock=0 criteria and can be moved. You need to define only one set of blocks that can be moved at a time with a unique variable or bool, then once moved you change this and set the next lot of blocks to active. At the moment it looks like you are relying on luck as the blocks move toward the player. if you wanted to really lock it down you could increment a variable and pass it through a function that relates to the block IID. So the block IID must match the variable to be available to move, then you increment the variable and the next set of blocks become available. Block IID wouldn't work though if you are destroying the blocks as they go off screen, so you could just make use of an object instance variable.

  • I'm not sure what the main problem is that you are having, are you saying that you can't work out a way to have the enemy move across the platform, jump up and then left towards the player? Detours will have to be made, the AI won't know which path to take up to that platform but you can code it in with events.

  • Yes the logic I mentioned will randomise what spawns, although there are many ways to do it and tweak it. Scrolling down as you move forward is a separate thing and easy to do, you could have everything +Y constantly if it is automatically moving or have it so that everything in the level moves down as the player moves up.

  • I wouldn't use pathfinding at all unless it's a top down game. For side scrolling platformer you can use line of sight and move X.

  • Why have you put the origin point in the top left corner? Put it at 16,16 in the centre and the object is fine...

  • What you're looking for is how to use them in your events which noone seemed to mention, it's set position to object.imagepointx(0), object.imagepointy(0) where the number in brackets is the imagepoint. 0 is default origin but you can use imagepointx(1), imagepointx(2) etc or even by name if you renamed them i.e. imagepointx("Weapon")

  • Create a bunch of events that relate to a variable number, i.e. if 1 then spawn this pattern, if 2 then spawn this pattern. This could be in one event, a function that you pass a variable parameter through. Then every x seconds or whatever timing is required for spawning the next set piece you can use 'choose' i.e. choose (1,2,3,4) or 'random' i.e. random (0,5) to pick a random number which you can then put through the function and spawn the relevant set piece.

  • Look at the Audio object action : Set master volume

    Set the overall volume that is applied to all audio playback.

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  • I would just use sprites for drag/drop and events, and pin the text to the sprite.

  • So you need help with a third party app called Game Center?

  • Yes the issue will be somewhere else. Your farmercount will still be 2 because of broken logic elsewhere, you can check what the value of the global var is in debug mode to see if it does actually go to 3. Move this into a private message though as this will just become a spam thread.

  • Since you are using specific counts that are true or false you don't need to use else or while. You were using else wrong in that example as well but you don't really need it. You do not need to make it so complicated in that image trying to embed a bunch of conditions that are not required. You've also embedded while farmercount = 2 when farmercount = 1 which can never be true. You just need :

    farmercount = 1, every 2 seconds, add 1 to food

    farmercount = 2, every 2 seconds, add 3 to food

    farmercount = 3, every 3 seconds, add 12 to food

    As separate events. No weird embedding of whiles and elses please. Try that and see what happens.

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lionz

Member since 5 Aug, 2013

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