Chris PlaysOldGames's Forum Posts

  • Try setting the group inactive in a start of layout event action. It may be starting activated.

    Another simpler way to do this is instead of putting it in a group to use the variable as a condition in your spawn event.

    [System>Group "UFOSpawn" >Create object UFO1 on Layer 1 at random]

    [UFOSpawn<10]

    (nested)[blank condition]

    (nested)[Else] > Create object UFO2 on Layer 1 at random]

  • I assume this is for single player offline and not via scirra arcade.

    You will need to learn how to use local storage first, it is not too complex.

    You will need a variable to store in local storage that tracks how many times player "won" and increments each time by one... ie. timesScored=0.. (win) timesScored=1.

    You will then need to make a variable for each score you want stored. You can use global variables for this or make a global sprite "brain" with instance variable inside (1 for each score stored).

    In your win (or scored) events you will need to condition out timesScored=0 TextScore1 set text "Score: "&Score1var... etc

    If you want incremental (highs to lowest) you will need to use conditions prior to displaying to check if score1 is > score2 etc.

    Or for advanced users, store them in an array.. or even dictionary.. or.. many ways..

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  • Don't see anything wrong in code... is your letter2 on the same layer as env? You might need to post link to .capx

  • As mentioned as well, you could use image points and test if their x,y coords overlap other sprite.

  • You would need to use image points x,y or overlap or pin an invisible sprite to the bottom and use it as your on overlap condition trigger.

  • I didn't want to confuse him.. but yes families and putting all the "types" as animations or even frames (if static) into a single sprite would be more efficient.

  • In order to use Pin the object must be newly created... so you either have to do it at start-of-layout or have the blocks spawn the collision sprite and then Pin it.

    Each time a block is created have it spawn (action when block sprite is object) the collision sprite at position and then next action Pin it to the correct image point.

  • Yes using families simplifies it greatly either way you do it.

  • 9G... I think I will just lower my cash flow and once you hit 1G set another var to 1 and reset primary counter... this will give me 999G which should be plenty for my little game. If i need more I can make a third var counter etc.

  • Having finally finished my Action Space shooter (https://www.scirra.com/arcade/action-games/captain-doe-saves-the-universe-16468) that I started over two years ago to familiarize myself with C2 I am looking for a new project.

    I think my next one will be a light weight idle game. I have come up with a pretty cool theme and examined the idle/clicker template from the Scirra store and as I thought its a pretty simple and straight forward build. However...

    How do idle games ramp up to such crazy score totals? For fun I maxed a Construct 2 variable out with a x2 add event (in about 2 seconds) and it eventually just says "Infinity". I wouldn't think they use actual integer values but instead come up with their own system.. millions, billions, trillions, gazillions, aa, ab, ac, etc...

    What would be easiest way to accomplish this?

  • You locate the music file(s) you want and put them somewhere on your system. Then you right click the "music" folder in your Construct2 tree and select import and navigate to where you saved them. Now all you need to do is use a system event and some actions via the audio plugin (make sure its in your project if not already).

    As far as where to find it.. you can find game music many places, just google it. Most game site stores (Construct 2, Unity, GameMaker, etc) will carry it too. Depending on your theme you can also make your own using available tools (google) and recording software.

  • See if this makes sense.

  • Its not as complex as I make it sound

    I will try and work something up real quick

  • You will need to make sure and pin it to each instance. In the blocks spawn code use an On-created event for each one if different and in it pin the collision block.

    This way whenever a block is created it will automatically pin on its collision sprite.

  • Make a control object with instance var or a global var (for example color=#) and set it to a different number for each color.

    Now somewhere throw up a random number generator that constantly runs.. such as Every X seconds set instance var color to choose(0,1,2,3,4,5) or int(random((0,5)).

    Now in your spawner, sub-event down for each color:

    (main)Spawn event condition

    (sub) instance color=0 - (action) spawn blue bubble

    (sub) instance color=1 - (action) spawn red bubble

    etc

    You could also use Every tick and it will race through 0-5 but your spawn event will still grab whatever current value and use it.

    You could also use a Function that chooses and sets the color variable when called and call it in your spawning event and sub to the actual spawn event after.