lionz's Forum Posts

  • No problem, if it is resolved then that's great!

  • Not easy to understand, needs a better explanation really. The tower health etc would be done with instance variables on the object instead of global variables.

  • I meant something like this will be enough :

  • Some random objects have appeared there, not sure what they are. Link your capx and I can take a look.

  • You don't need to use UID. When you say ball overlapping signpost it refers to the one you are overlapping and picks that one only. Set text is on the right side, an action, textBallControls set text to ""&signpost_info.variable

  • Player overlapping door object, go to Layout 2.

    Or if using keyboard to open door, you can add keyboard object then say,

    Key is pressed and player is overlapping door, go to Layout 2.

  • Lots of ways to do it but a simple way could be :

    ball overlapping signpost, set text object position to signpost (applies to all signposts, you only need one text object)

    ball overlapping signpost, set text object text to signpost.variable, where each signpost has an instance variable text which is the actual text to be displayed.

  • You can use choose(1,2,3..) to pick a random number from a selection.

    The number can apply to a car, once picked it spawns that car.

    You can pick a random instance of a spot if it's an object and assign that goal=true, while the rest are false.

  • Collision box may be included in the no rendering off screen, not sure, but regardless it sounds like it would have little to no effect.

  • If you have already generated the obstacle map on start up and disable the collisions after this then it won't have any effect, it will think the obstacle is still there. If collisions are disabled at start up then it will never see it as an obstacle.

    However none of those events are necessary because Construct will not draw objects that are off screen. I would be more concerned about the high amount of objects.

  • 2 global variables.

    On start of layout (or some other trigger), set global variable 1 to family.count

    Every tick, with condition (C) family.boolean=true, set global variable 2 to family.pickedcount

    Compare 2 variables, if global variable 1 = global variable 2, end turn

    You should see global var 1 as the total family members, you can set this once if the number of enemies doesn't change or at random intervals if the number of enemies will change. Global var 2 should be increasing as the boolean becomes true for the instances. Run it in debug to make sure it's acting correctly.

  • You could use family.count for the number of enemies in the level. You can then do a separate family.pickedcount with a condition that the variable is true and compare the 2 numbers.

  • Good job, looks great and fun to play. Probably a little short though right? You'll have to give them reasons to play again to level 20 ^^

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  • Hello again, that's up to you and the design of the game. What does the player need to do to reach the next level? You could do it with reaching a score but usually in a platformer it's reaching the end of a level right so it could be overlapping an object or interacting with something like pressing E on a door?

  • You can use a variable as a condition to make sure it runs only once. You can press C on the event sheet to add a condition under the original event.

    So for simplicity, you create a global variable isDead set to 0 by default. Under the on collision with pillars event, you add a condition if isDead=0, then on the action side of the sheet where the 'play sound' action is, you would add 'set isDead to 1', therefore it is never true again and will not play the sound. Of course when you restart the game isDead is set to 0 again.

    Note because you are locking out the sound played, if you have other logic like animations that play when you collide with pillars they would have to be moved to a different event so it plays all the time.