lionz's Forum Posts

  • Hiya, I think it's because the reference instance it uses is in the 02 Mercy Please layout. I seem to recall it picks the level 0 so first in the list of layouts on the side 02 Mercy Please is the first layout. If you select all instances of block in 02 Mercy Please and disable Set Angle then it works, it's using the instances in there to set the angle to the angle of motion. Also to note you do have a mix of set angle enabled/disabled in the World layout however it's not referencing these for creating that block, setting these to Set Angle off still produces the issue because it's using a block instance somewhere in 02 layout.

  • load the enemy into memory at start of layout, either create event or have it in the layout then destroy it, that should stop a stutter on creation. If it's not this then it could just be lag when generating obstacle map across 16kx16k layout.

  • Yeah you should continue with this idea, seems interesting like a puzzle game I guess with quirky characters.

  • I will move to C3 eventually, I just love C2 for making little prototypes. When I actually finish a game I will likely buy C3 and import it at that point. :)

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  • Great! Congrats for finishing a game, looks good :)

  • Cool I'm glad that you managed to find a fix there, I wasn't able to mess around with it :)

  • Yeah I was about to post that the top level of the moment for clamp should really start with an on timer, that way you can split it out easily. On timer, then check if the angles match up with cheeky, if not then move. I think the rotate happening independently is going to cause problems too, you should try and fit that within the movement somehow, I think a lot of those events can be trimmed down so you have more control.

  • Ya I was expecting simpler tile movement events but you have a lot of events with sub events running every tick, and I can't edit the file as I don't own C3. I just apply the same logic from C2 on projects I can test :D I did notice that event 77 doesn't have a wait though which might cause inconsistencies.

  • Holy shiz that's some events, I was expecting something basic haha. Looks like the problem is he freezes because your normal movement of clamp stops if seescheeky is true, so maybe you need to override or create new movement events for when seescheeky is true? Maybe it's not that simple as it's quite in depth but I had a good read of the event sheet.

  • hiya, assuming it's as described with tiles spawning on spawn point, create an instance variable on the spawn point object. Then have on start of layout 'for each spawn point' set instance variable to choose(1,2,3,4). This will give each spawn point a random number. Then you relate the number to created tile i.e. if spawnpoint.variable=1 spawn block A, if spawnpoint.variable=2, spawn block B etc

  • What is your logic for movement, you simulate control every tick then wait 0.03 seconds? Let's see the events for enemy movement.

  • Looks good so far, can't really review it without playing it though :)

  • Not sure I'm fully understanding it but let's say it's 5 'levels' or characters and in each level you can pick correctly or incorrectly and then it moves onto the next question. Each question is represented by a row in the array so 0, 1, 2, 3, 4 are the questions and correct is at Y=0 and incorrect is at Y=1.

    You would have a question number variable which starts q=0.

    Then the logic is, whenever a player selects a colour, if correct add 1 to array.at(q,0), if incorrect add 1 to array.at(q,1)

    Then when the question is over you add 1 to q.

    So your array corresponds in this way

    question 1 | 0,0 | 0,1

    question 2 | 1,0 | 1,1

    question 3 | 2,0 | 2,1

    question 4 | 3,0 | 3,1

    question 5 | 4,0 | 4,1

  • It's still not well explained, better you try to explain the game more. What 5 slots?

  • Almost the same then, push correct variable to back of X and set array.width-1,1 to incorrect variable.

    This leaves you with

    correct | incorrect

    correct | incorrect etc