lionz's Forum Posts

  • You can just create 10 squares that remain there and change the shape displayed based on animation or animation frame. So 0 is blank and frame 1 could be circle, frame 2 triangle etc.

  • Families are for this kind of thing. You can apply the same logic to one object instead of many.

    Add your animal objects to a family, and then apply logic to family object animation.

    https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/objects/families

  • I guess you could have a total food counter that increments when collecting food, and alongside that another variable that increments when collecting food but resets to 0 when you hit 10. So you say :

    on food collected add 1 to totalFood, add 1 to variable2

    variable2 = 10, increase player size, set variable 2 to 0

  • It's difficult, maybe impossible, to identify and pick an object type in a family like this, you don't really use families in this way. It is better to just pick a random number i.e. choose(0,1,2,3) and then the number will apply to the spawning of an object, families will not help here.

    When you pick the object to spawn you then put the create object action through a for loop with the choose(2,3) in place as the number of times to loop.

    Not sure what the touch event is but you can count the number of objects that were spawned with the result of choose(2,3). If you want the total number of objects in a family it is family.count.

  • The event you've shown us is on collision with power up right? It shouldn't need a different event, I would expect it to be in this one or you have 2 on collision with power up events. We need to see that in a screenshot as it may cause the problem you're having.

  • Whenever you select something from the list, list.selectedtext is the item selected which you can then set to a variable, is that enough to do what you want?

  • You don't set the boolean to true so the timer doesn't start, or it's already set to true and so the not true condition doesn't work. If you're checking against whether a boolean is true or false you need to toggle it to those values when you do or do not have an item.

  • Right-click on event > Make 'OR' block

  • On any number. I had it wrong though, floor is to round down, ceil to round up and round picks the nearest if that is useful. So you can say round(1.2) and that returns 1. round(1.6) and that returns 2.

  • If you want to use random in future with whole numbers you can use 'round' to round up or 'floor' to round down. i.e. round(random(1,10)) or floor(random(1,10))

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  • Use export project > HTML5 website into a folder. Then drop the folder into something like bitballoon where it will host the game and give you a URL to share. People previously used dropbox but this no longer works.

  • Well that escalated quickly. If you are changing the limits per level then you can do something like this :

    Points collected = add to Score2 (score for that level)

    Another variable, limit (varied limit to hit per level)

    Then say, if Score2 >= limit, go to next layout

    Then you set the limit variable separately, if level 1, limit=1000. if level 2, limit=2000 etc

  • I just use 2 variables for this that count up together. One is the general score, the other is a variable that counts up to 1000 and upon hitting 1000 resets to 0. When the second variable hits 1000 you can change layout.

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  • Hi, do you mean an exported playable version of the game?