lionz's Forum Posts

  • You've posted this in the wrong place.

  • Yep, on initial hit , you do X damage and set a variable to true and start a 10 second timer. Then you have a separate event where if this variable is true, do Y damage every 2. Then when the timer has finished, set the variable back to false.

  • Your link is broken because you don't have enough rep yet, you'll have to 'edit' it a little. : DD

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  • You add the compare as a condition, press C, you can add the compare vars after the initial on button clicked, so it becomes on button clicked, if var=var, do this. In C2, the ifs are just conditions. It will only execute actions on the right if the conditions on the left are true. So if you click the button and those vars do not meet the condition you want, then clicking the button will not execute the action on the right and do nothing at all.

  • Ya it's all here https://www.scirra.com/manual/112/facebook

    You need to create an app on facebook developers. You then add the features in C2/C3 with the facebook object, i.e. publish to leaderboard.

    This Clay.io feature also looks like it handles leaderboards well https://www.scirra.com/tutorials/348/in ... tures#h2a2

  • The easiest way is to integrate the Facebook SDK.

  • I thought dt would be the most accurate and it seems to be so far, when I tried simply adding to a variable or using a timer it was quite a bit out. I was looking for an answer where someone might've used some calculations with framerate to ensure it is always exact, it's not something I've looked into until trying out this game idea. I guess there is also the issue that platform stats can be slightly off when trying to recreate the exact movement.

  • I am doing the following : a player runs across the screen and does something, the time is recorded, the layout is restarted and at that recorded time the player repeats that action. When I do this, there is discrepancy where the player X recorded is out by several pixels.

    Does anyone have any tips on how to get an exact time for something to happen, I assume based on dt? I'm using dt but there is still some discrepancy by a number of pixels, I'd like to get it rounded up to the same whole int if possible. Note, the time IS the same, but the player X is out i.e. the action is starting earlier or later than expected by a number of pixels.

  • If you don't want them as separate objects then you can define the 'type' with an instance variable ID. If type = 1, then other variables are x, y and z, if type = 2, then other variables are x, y and z etc. You can also define the animation in the same way, if type = 1, animation = "type1" etc.

  • Is the UID of the last leaf definitely 18? Yes normally this would just be done as animation, but since you are doing it this way you could link an instance variable on the leaf to health in one event, if leaf.num > health then destroy/hide. So your leaves have num 1,2,3,4,5. When health is 5, they all show, when health is 0, they are all hidden etc.

  • Do you mean play an animation? Yes you can do that easily.

  • Yeah this is the right engine for that kind of game. If you're using over 1000 backgrounds and images though then you are probably building it in the wrong way, there are more efficient ways to make the game with reusable assets. C2 only loads into memory what it uses for the current level so should be fine.

  • Array.at(random(0,Array_.Width))

  • Store in an array and push whatever numbers you unlock to the array. So if you start with 0, 1, 2 and unlock 5 and 6, you push 5 and 6 to an array. Then you choose a random value from the array.

  • With the tilemap object you can build the game with good performance intact.

    https://www.scirra.com/manual/172/tilemap