lionz's Forum Posts

  • You can use the pathfinding behaviour to have them path to a wall if it exists, if it doesn't exist then path to the enemy. Depending on the genre of game you could also use line of sight to the player and if they cannot see the player because the wall is there as a solid obstacle, you can have them look for line of sight of the wall and move towards it, then the player once it is destroyed.

  • When you duplicate a layout it is independent, so what do you mean?

  • You've described your game with too little detail if you want help like this, the ball has to hit 3 blocks at the same time that are the same colour so it's a huge ball? It bounces to other blocks that are the same colour? It sticks to a block of grouped same colour and they explode if they match? As mentioned above the Pop Lab code will be good to test out the matching behaviour.

  • Yes, I use an instance variable 'state' to choose what they are doing, and to ensure you have full control of the picking for any action they might do, such as an attack, I use a function in which you can pass through the enemy.UID and make sure it's definitely that enemy performing the action.

  • There's no reason to change it to a string. The text object will display the int by just having ""&Pulse_Tick_Heart

  • use timers. Have when randomLock = 0 ,trigger once, start timer with duration random(1,3). Then have on timer complete set randomLock to 1.

  • The actual bug is because on event 102 you say to move Life 3 for an unknown reason when the ship is destroyed.

    Also I would look at using 'Families'. I see you duplicate a lot of enemy code that can be used just once and apply to all enemies with a family.

  • I kind of understand what you want, it's been asked before, but then you've confused matters by saying the bar must be 500 and 1000 width, it can't be both.

  • Add a family instance variable called type. Set any crate on created to be type "crate", any enemy on created to be type "enemy". Run it through the same function so TakeDamage(UID,damageamount,type). Then say if type/function.param(2) = "crate" do such a thing, if type/function.para(2) = "enemy" do another thing.

  • You can upload to dropbox and share the link. This sounds like an easy fix but without your C3 file or screenshot then it'll only be guesswork.

  • It's because in the screenshots above you're setting values in the secondary array every tick so it's constantly setting the array_items_locked values, so deleting them won't do anything. You need to set the items in the second array once only.

  • That should work, I don't see the need for the pop event though so that can be removed.

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  • A choose won't work, you need another array with all of the items you can find pushed to it. Then on finding/unlocking an item you choose a random item from that array and push it to your first array. Then you delete the item found in the second array so it cannot be picked again. You should be able to work that out based on the logic that is there already which picks a random item from the first array.

  • Ah okay, because it's a text variable it needs to be if equippedItem = ""

    On event sheet for stage 1 you set it to "" so that needs to be the check, or you can change it to NO_ITEM, doesn't really matter.

  • This tutorial should be enough for saving your game construct.net/en/tutorials/how-to-make-savegames-11