dop2000's Forum Posts

  • Ok, go ahead..

  • The first event is correct.

    But I'm pretty sure that the second event won't work if you build several building at the same time.

    System-Trigger Once doesn't work per instance, it is a global condition. Once it's true for any building, this event will not be triggered again when you start construction of another building.

    There are many ways you can fix this - you can convert this event to a function and call it once when the building starts. Or you can rename this instance variable to "Building_Progress" and use different values for it: 0-planning, 1-construction started, 2-in construction, 3- construction finished etc.

  • No worries!

  • Try moving the Origin image point in the sprite to the bottom of the image. Then it should grow up.

  • I believe this is the correct formula:

    Building Set height to Self.Height+ ((Self.Total_Height-Self.Height) / (Self.Construction_Timer/0.1))

    Timer behavior definitely allows to perform actions every 0.1s

    So your events with Timer could look something like this:

    Building on created: Start Timer "Grow" for 0.1s

    Building on Timer "Grow":

    ....Building Set height to Self.Height+ ((Self.Total_Height-Self.Height) / (Self.Construction_Timer/0.1))

    ....Building subtract 0.1 from Construction_Timer

    ....If Building.Construction_Timer > 0 : Start Timer "Grow" for 0.1s

  • Not sure I understand your problem with the Construction_Timer variable...

    I strongly recommend using Timer behavior instead of the "System-Every X seconds" event.

    You have much more control over the Timer - each building will be running its own timer, you can have different duration for different buildings, pause timers when the game is paused etc.

    Also, I think your Construction_Timer variable should be instance variable. (different for each building)

  • See this post from Ashley:

    "You can ignore power-of-two image sizes now"

  • Please share a screenshot of the event sheet where you deal with Local Storage.

  • You are right, you are re-writing the key at 0 instead of inserting...

    I suggest you build the list of keys in an array first. You can insert items into the array (Array->Push action).

    And then clear the list box and populate it from the array values.

    EDIT: ignore that! I was right the first time. "Add item at 0" action inserts new item at the top of the list, all other items in the list move down.

  • I suggest a completely different approach.

    Put an invisible "Sensor" sprite on the floor under the Enemy.

    When player collides with the Sensor (and the enemy is not currently moving), the enemy starts falling.

    Instead of the Bullet behavior use MoveTo.

    First move the Enemy to Sensor sprite. Then, after it arrives (in "Hit the Target Position" event), move the Enemy back to its original position.

  • I'm guessing the expression should be the same and index=0

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  • Well, instead of "Add item" use "Add item at"

  • Try offset X=0, Y=10 for down,

    X=0, Y= -10 for up

  • I meant something like this: