lionz's Forum Posts

  • So what you currently have is 25% chance of each right? All you need to do is set the setCreate variable to floor(random(100)) which gives you 100 numbers from 0-99. Then on the conditions you use ranges so setCreate is between 0 and 69 for the wood, 70 and 93 or stone, 94 and 98 for gold and if it is 99 then diamond.

  • Yep, did that resolve it?

  • Based on the lack of info the only way of answering this is to agree and say yes use variables. What do you mean by save your settings, you mean save the game after it is closed or save the choices picked going to a new layout? If the latter you use a global variable.

  • Set bullet enabled/disabled.

  • A beginner's method would be to create invisible trigger sprites at the exit areas of a room. On the trigger you have an instance variable, where the value is the name of the next layout to go to. On collision with this trigger you go to layout 'trigger.variable'. This involves building each level as a separate layout.

    A more advanced method would be something like reaching an exit in a room, then during that fade you would rebuild the tilemap data to create a different room, usually a json format string which contains the data for the tiles. This builds the new room in the same layout, but you would need to define logic for where the player spawns and probably store room data in an array.

  • If you do pick by evaluate, pick sprite_fighter where sprite_fighter.squad=x. Then set a variable to sprite_fight.pickedcount, the variable is the number of sprite_fighters where squad=x. You can then use this variable to compare if its 0.

  • What I mean is you have set 2 variables to 1 and 2 but they don't do anything beyond this. Where is the logic that uses the variables?

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  • You create the tilemap first so it puts it at Z order index 0 on layer 0 then you create the sprites after this at index 1 and 2 on top of the tilemap. So you end up with a different Z order than what was in the layout view, not a bug though.

  • If each level is a different layout then you should be able to get away with - end of particular layout set global variable to x. Then back in the menu if lock.variable = to x, remove lock.

  • Notice the function doesn't pass any parameters through it so it defines some variables and lists the exact same events I described above. I feel like you could've created those events by now. Not sure much time was saved here.

  • You need to get into the habit of using one object, not many lock objects. You would give the lock an instance variable for level which is a number that relates to that level. I'm interested to know what logic you used to determine which level was finished and which lock to remove.

  • hi, looks like setting those variables to 1 or 2 does not relate to anything else in your event sheets. Also the variables are set to 1 and 2 by default which would cause problems.

  • On start of layout, wait random(x,y) seconds, create sprite.

    On sprite created, wait random(x,y) then create sprite at x=random(x,y), y=random(x,y)

  • Well it looks pretty amazing and I feel like it could be more than just wave game with points accumulator, could be expanded into so much more! I would love to see this as a mission based game mmmm. My FPS is a steady 30 on lower spec comp and 40-50 on a higher spec.

  • I think by default you wouldn't think to use quotes on a variable name. Maybe if you started using the text object and got a little confused but I think once you had done this once then you would be aware of it.