You can set the instance variable to a random value, it's random(x,y) to pick a random value within a range or choose(x,y,z) to pick one from many.
Anything is possible, just explain exactly what you want to happen.
This one picks a ship at random, and each ship type has the same assigned fire type. https://www.dropbox.com/s/so9p2jdpzbsse ... .capx?dl=0
You can't instruct people not to buy C3 and C2 lol.
Do the events have to be run in order one by one for any particular reason? You could just have them act independently by giving them their own states for what they're currently doing.
There you go https://www.dropbox.com/s/4u3skfkbf1612 ... .capx?dl=0
The logic can be tidied up even more with a function, it really depends on what randomness is supposed to happen.
I do this by setting a variable with choose, so choose(1,2,3,4,5,6,7) will choose one of those numbers at random. Then the number chosen relates to a platform. If var=1, spawn platform 1, if var=2 spawn platform 2 etc.
Yeah looks okay, its working, right?
I'm not sure what you're doing here, setting a global variable to itself? You might be setting experience on start of layout somewhere.
Move 'Set bullet gravity to 0' above 'Wait for signal' (event 1)
Move 'Set bullet gravity to 90' from its current position to below 'Wait for signal' (event 1)
Yeah I edited a capx probs while you were typing that out, link above xD
You pick a ship but then in the group all ships are picked again, they need to relate to each other, either in the same event as a sub event or send the picked ship through a function as a param.
I reworked it with a bool that changes for the picked ship, so you can see it act on spacebar press :https://www.dropbox.com/s/mi5xp98xm31fp9s/alternating.capx?dl=0
No i don't think so, only at runtime. I think Construct 3 has this option though.
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It is placed in the layout you try and run and then it is destroyed as part of that event so there's no instance left, that's the issue. Just put one instance in the unused layout.
Are you expecting to go to another layout for the battle? It's not quite clear but I don't think you need a family for this, you would just compare the square landed on or possible spaceNumber variable and then use this to go to the layout or battle. You could run spaceNumber through a function as a parameter that loads a certain image.
If it's a single button press you could have a variable increment and a timer that counts down on the button press, if timer expires then reset the variable, if the button is pressed in time then restart the timer. if it's complex combos you could look at arrays and punching keys in sequence and then checking what's in the array.