Doc Ai's Recent Forum Activity

  • Yeah.I will use sprite dialogs instead

  • in your example you are saying (every tick)

    if score > 5 then ....

    Ok.I knew it...

    has the map already called for a new map to be made ? no then

    Call for a new map (once) and while there check the score if the score is > 5 add the skeleton.

    .... and the old map has not yet called for a new map.

    Make sense ?

    Where does this already/not yet called comes from?

    I understand all other parts.So,because the function was a trigger which was only called once,the skeleton was created once.Am I right?

  • Thank you soo much.

    But why did that work?What's the logic?How is it different from my other capx?

    (I am very maths type so I will need proof for my mind to work correctly )

  • True

  • ah.I don't understand.What I'm trying to do is,to create a sprite object on the map(map1 for example)

    That is after Score reaches 5.Once score reaches 5,the sprite should always spawn with the map.

    See this Capx

    .Everything is like what I want.Sprite "hangskeleton" is spawned whenever map 1 is spawned.I want the sprite to spawn once for each map01 spawned.But it appears that skeleton is spawned every tick.

  • Edit:

    Should I just animate it and then import the animation? Would that be less resource intensive?

    Yeah.Just animate it.Then you won't have to mess up with the code.Just play the animation when the objects touches the ground

  • if I understand you correctly:

    you want to go through each map (1,4,7,10,and 12 (and there might be , for example, 5 lots of map01)) once (and only once) when the score gets above 5 ?

    if so then (I think) all you need is on your event

    System : Score>5

    a second condition

    system : Trigger once

    No.I have just one map01.

    Look at the capx.There are two maps in total(That is randomely spawned)

    Once the last map reaches 0.5*self.width, another map is randomly chosen and spawned next to it.

    If the score is above 5,I want the obstacles to be always present whenever the map is spawned.

    (Hope I made it clear enough)

  • Then use system wait.

  • They are different.

    On fade out finished-->destroy object destroys it after FADE OUT.

    System wait is not an event.It can be used in an event and after wait,you can destroy the object.

    So system wait is used for events while fadeout destroy is used for fadeout behaviour.

  • Firstly,Bumping a thread before 24 hours in violation of the rules.

    What is the name of the plugin?

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  • Thanks bit confusing to do but thanks for the help

    Add a new event

    Go to System object

    Compare two variables

    Enemies(The name of the enemy sprites).count =0

    • Do whatever you want
  • How?not overlapping is same as not colliding.On collision is a trigger event.It will trigger once whenever an object collides with it.It makes no sense to invert it.

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Doc Ai

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