rekjl's Recent Forum Activity

  • Haha at least now I know to avoid that movie. Sounds......really boring! I guess it must be one of those movies where they talk and talk, (based on the beliefs and views of the script writer), than add a little action just so that they have something exciting to put in the trailer. Haha I guess it isn't even worth downloading online?

  • No problem UnitDTH. Also something that I forget to mention. It is best to do two event checks for the arrays. One to check if the array value is smaller than the time variable, and another if the array value is 0 (which means that it is empty and contains no value). I am sure you can see the problem now, If you do a event check timevariable <array, than set new array and save, it will never save because the empty value when first check is 0 and will always be less than timevariable.

    This is usually what I do,

    1st event,

    timevariable < Array, value at (?)

    -delete that value and add the new time variable in, and save

    2nd event,

    Array, value at (?) = 0

    -delete that value and add the new time variable in, and save

  • Haha no worries. We all start from zero at one point. It is easy to miss some of the simple things sometimes. Good luck.

  • Create an array that is simple and corresponds to the number of levels you have. For example, if you have 30 levels, create an array with a width of 30 would be nice. From there on, save each best time at the appropriate array. Level 1 will be at array cell 0 and etc.

    And I wouldn't use at the end of layout for this. I would trigger it once your condition for winning that level is met. For example, you win if all the enemies are killed. I would do the check at that event. You should use a variable to save the current level completed time, than compare it with the value in the array. And if variable < array value, delete the array value, insert the new best time from the variable into the array, and save.

  • For sliding, to get the smoothest results, you can use lerp. If you are a total beginner, lerp might be slightly complicated, but it is super useful. Or you could use the litetween behavior. https://www.scirra.com/forum/viewtopic.php?f=153&t=70700&hilit=lite+tween+litetween

    As for the scale, you can set the scale of the sprite in the actions section, or actually create two different sprites for that button, than when you hover or press it, set it to the other animation frame.

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  • Basically, all menus come down to this.

    a) Stop or pause the game when the trigger for the menu comes out

    b) Run the correct event based on what the player presses next

    So to stop the game, once your trigger has occurred, from the above example, When Bird collides with enemy, either use the set time scale to 0, or set your variable if you are using a variable to control when your game events should run. Next just create the sprites for the menu and buttons at the location you want them to be.

    As for going back to the main menu or resetting the game, use the go to layout action and the restart layout actions. As for a resume button, just delete all the menu sprites, and set the time scale back to 1 or your variable to the appropriate setting.

  • Haha ok, good luck on your game.

  • Sorry, could you explain a bit more cause I am not that clear. Which event from the picture is it going to instead of which event it is supposed to go to?

    If you are willing to share your capx, it will be easier to take a look and understand what you are trying to do and what the problem is.

  • I think a Trigger once While True event will stop the loop.

  • I am really sorry, I really can't seem to understand why we are getting some different results for the timing each time we restart. I will try taking a few cracks at it again to better understand. I think it must be something simple that I am missing.

    In case you are in a hurry and it takes longer than I expected, I did edit your capx, and created a manual trigger. It has more lines of events though, but the game now works how you want it to.

    https://www.dropbox.com/s/czmgik4fhl8i82j/my%20gameEdited.capx?dl=0

  • Ok that's weird. So even with these, each time you go to another layout, and than return, everything is messed up still? I see you are using two event sheets so the game events sheet should reset each time you enter the game layout.

    If you are willing to share your capx, I will quickly take a look and see what I can do. If not, I will try to recreate this, but might take some time.

  • Haha no worries squaresmile, we've all been there....actually I might still be there!

    Hmm...that's weird, it looks ok to me. Just want to check, but when you go to other layouts, do those layouts use the same variables and do they change the variables? If yes, than without resetting all the variables, they will carry the values forward. Try adding a reset global variables on the start of layout and see if it fixes your problem.

    Just a humble opinion, it might be a good idea to use a variable to start your game. For example, varS. On start of layout, wait 1 second than set varS to 1. Than for all the other events, put them as a sub event to the event if varS = 1. You have more control over it and allows you much more leeway later if you want to make changes to when the game should start. Doing this should also resolve your problem if you are still facing it.

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rekjl

Member since 13 Oct, 2013

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