mekonbekon's Recent Forum Activity

  • Governador Glad to be able to help

  • Hi ToquocVN, Glad to hear you're enjoying C2 - it's a great tool <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    There are a few ways to achieve what you want; I've included two in this demo:

    https://www.dropbox.com/s/4jlehn2ek3wjd ... .capx?dl=0

    Sprite A is using a typical condition and actions setup, checking the current frame in one condition and then changing the frame in the subsequent action - one problem with this is that you need to include the "Else" condition, which can sometimes cause problems if you have multiple instances of the same sprite.

    A way around this is to use the question mark conditional operator within the action; you use it in this format: (condition to check)?(If true do this):(If false do this) - Sprite B is using this technique on event 4 to check its current fame - if its frame is less than 2 it adds 1 otherwise it sets it to 0.

    This is handy as it can save you including a bunch of nested conditions and gets around problems with the "Else" condition.

    One more thing: make sure that the animation speed for your sprites are set to zero, or use the "stop animation" action, otherwise by default it is set to run to the final frame.

    Hope that helps <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • LaurenceBedford You're welcome

  • Just realised I've never introduced myself!

    Hello, I'm mekonbekon, making games for fun and (hopefully) profit. Very glad to have found C2 and this great community.

  • Governador

    1) Add all the questions to an array.

    2) Use a shuffling technique to randomise the order of the questions.

    3) Call the questions in sequence from the array.

    Here's a capx that shows a way to shuffle - there are other techniques out there if you search the forums and tutorials:

    https://www.dropbox.com/s/h8pmfmjgfkvu8 ... .capx?dl=0

  • You could try adding the pathfinding behaviour to the enemy car and set up waypoints for it around the the circuit.

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  • guannstar

    Use the system condition "Compare two values":

    First value: yourObject.Count

    Comparison: equal to

    Second value: 0

    Nest this within a "On yourObject destroyed" condition, so that it only checks when the object is destroyed, not every frame.

  • LaurenceBedford

    Here you go, I've updated the capx to include the animations:

    https://www.dropbox.com/s/42lg5xa9johbk ... .capx?dl=0

    There's a separate sprite "npcanim" added to a container and pinned to the initial npc sprite that does the moving. I've set the npc sprite to invisible so that you only see the npcanim sprite.

  • Hi LaurenceBedford,

    If you're using the pathfinding example I posted, one way would be to pin (position only) a new sprite with the npc animations to the moving npc sprite, check the moving sprite's angle and change the animation accordingly e.g.:

    If moving sprite angle between -45 and 45 set animation sprite's animation to "walk right"

    If moving sprite angle between 45 and 135 set animation sprite's animation to "walk down" etc

  • MPPlantOfficial

    Yeah, spawning by name is going to be a real game-changer (literally!) - it's already enabled in the C3 beta if you wanted to give a spin.

    For C2, I believe that Rex Rainbow's "Nickname" plugin and behaviour allow a workaround for calling objects from arrays:

    I haven't tried it though, so I'm not sure how much of a hassle it is to implement.

  • Youtopize

    Glad to be able to help

  • hyem You're welcome

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mekonbekon

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