lionz's Recent Forum Activity

  • staleevolution

    Yep that's diving into the design more than I have done so far I didn't have anything that specific yet, only the generic tower defense elements. I would be making up my own superheroes though.

  • What are you making? Isn't GMS for helping to add support for Google things like Gmail and Chrome? Are you waiting for someone who is a pro with GMS to respond and give a comparison between that and C2? It's unclear what you want, all I can say is Construct 2 is powerful and has strong support for exporting to Apple and Google platforms and fits in well with third-party plugins to get your game or app up on the stores.

  • You can fix it by putting the tiniest of waits in between visible and focused, like 0.1 seconds.

  • As above, you want choose. If variable does not equal choose(1,5,8)

  • I think what you're looking for is choose? Maybe..

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  • It's just 2 events :

    Enemy HP < 0 ---- Spawn BloodPool on Enemy

    On BloodPool created (For 1 to 12) ---- Spawn BloodParticles on BloodPool

  • Use the 'Persist' behaviour for this.

  • If you launch this in debug you might find that it does run the function and create 12 blood particles but they're spawning on your original BloodPool that you have off screen somewhere, not on the one that was created. You call the function when the new bloodpool is created but then on the function for spawning the particles, it does this on the bloodpool with the lowest UID, not necessarily the one that was just created. Logic needs tweaking a bit to link the spawned bloodpool to the particle spawn, something like On bloodpool created > For particles 1 to 12 > create blood. i.e. in your second image replace the function call with 'Spawn bloodpool on enemy' and the 'on function' with 'On bloodpool created'.

  • In RPG maker where you would have something like (Player1)Move Right > Move Left > Text: Hello > (Player 2) Move Right > Move Left >Text : Hello. In C2, you can do the same because events run top to bottom. Processing events one at a time can be done by way of using functions, waiting for certain conditions to be met or with 'timers' and 'wait' commands.

    In terms of the specific example of having NPCs walking and talking in a cutscene, I would set up destination points, when a player has walked to it, then run the next action, could be a change of movement or change in dialogue. It also depends on how you want the dialogue to update, if you want it so that the players cannot move until the dialogue has been dismissed then put in a condition Move unless Dialogue is on screen. If you want the dialogue updating as they walk and doesn't need to be dismissed then have it update when they hit certain destination points.

  • The prices are set as a variable, I'm wondering why you are resetting the layout all the time though, what were you trying to achieve with that? Just trying to get my head around it so I can suggest a more efficient way than resetting the layout.

  • I like your editor. Gotta be careful with that scope when you're working solo, and I get that with the half-finished projects. Good luck on making the RPG

  • I've not tried it but you could try using the Video object on a layout with AdMob and test if it works as a banner after exporting with Intel XDK.

    Edit: If it simply doesn't work the same as when creating a static image banner then there is something here about third-party video ad integration :

    https://www.scirra.com/tutorials/1354/v ... ntegration

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lionz

Member since 5 Aug, 2013

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