lionz's Forum Posts

  • Wow, this looks amazing! Does it play like Wolfenstein as well? (I am too lazy to download all the plugins required)

  • Rotating the object in the layout changes its starting angle and the direction it is facing, that will be the focus for you. You can adjust the animations separately from this.

  • Even though your smiley face image starts upright, the actual angle of the object is 0 so it's facing to the right. Open the image editor and rotate the image until the smiley face is facing to the right. In game it will then look correct. The angle of the object is what you're interested in for the direction that the object is facing.

  • In its basic form something like, on touched turret, set a global variable to turret.UID

    Then the last selected turret can be picked from this value.

    On upgrade 1 selected, pick turret where UID = global variable, set turret.variable to 1

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  • From what I can work out, those upgrade sprites don't relate to the turrets. For levels of upgrade you should be using an instance variable on the turret and setting it to 1,2 or 3 etc. Then you say if turret.variable=1 make it do such a thing. If you're using a menu to do this fair enough, but you cannot then reference that menu later on as though it relates to the turret.

    When you select the turret you need to identify it with some ID variable as the one picked, then when the menu option is chosen, it picks the turret with that ID and sets the upgrade variable to 1,2 or 3.

  • maxrpg123 read the latest blog post, it was posted after you started this topic.

    construct.net/en/blogs/construct-official-blog-1/launching-new-construct-1048

    "So we will keep maintaining the old runtime for the foreseeable future. We advise that wherever possible you switch over to the C3 runtime though, since we cannot guarantee it will still be supported in the long term."

  • Well the first problem you have is a bug where when you create a turret you 'spawn' one but also the turret created as part of the build tool is placed, so you create 2 turrets every time. That needs resolving first. Also when you create a turret its already upgraded because you are 'touching' it when you create it.

  • You'll have to share the actual c3 file at this point, it's a bit convoluted now with the addition of the build mechanic, tough to really know what's going on. Looks like you can apply upgrades why you are building if the variable normal is set to 1 by default.

  • Yeah i see it now, see my edit above. The hold gesture just picks all tower=1, but if you do on tower touched, it will only change the one touched, or is that a problem for the gameplay? I guess use 'is holding over object'.

  • Do you mean tower 1 2 and 3 are the levels of upgrade or are tower 1 2 and 3 different types of towers? You shouldn't have a problem with this because if you say tower 1 touched - change variable, it should only affect the tower being touched, not pick all of them.

    Edit: Ok I see your screenshot now, it would make it easier if you did 'on object tapped', the hold gesture will pick all towers.

  • They are advising people to move over to the C3 runtime in C3, because it is new and previously was using the C2 runtime. Construct 2 will be maintained for bug fixes only, no additional features

  • I just meant spawn a tree at x = random(0,800) y = random(0,800) if 0 and 800 are the size limits of the layout, in its simplest form. It would pick a random value for x and y i.e. spawn tree at 43,290. It really depends on what you are trying to achieve.

  • If it's a random location then you can choose between a range of x,y and place it.

    If it's set locations but the items are random you could add the resources to an array and assign them as variables to location sprites.

    There are loads of ways it just depends how the game works. I can't really imagine your game but randomness is easy enough to do.

  • Looks great, good luck with it!

  • Well you haven't lost anything, that's why the autosave feature is there. It's going to be difficult to tell what's going on but from the look of it you saved a file called Dave.capx 2 days ago, and since then you have been working on a different file called Dave.capx.capx so maybe you are working on a different capx saved elsewhere and didn't realise. You may have done a save AS over the 2 days and saved AS Dave.capx.capx in a different location and continued working thinking it was the same file, meanwhile the autosaves continue to go in the same location.