lionz's Forum Posts

  • newt lol

  • I use something along the lines of every X seconds rotate clockwise/anti-clockwise. You can control the speed of the rotate with the X seconds. That's for a gradual rotate. For some kind of snap rotate 45 degrees you can just rotate clockwise/anti-clockwise 45 degrees.

  • The description is too vague and from the capx I can see that you're not using arrays. I imagine you will have to learn how to use arrays and make use of them for a grid inventory like this.

  • It's not complicated, just follow this tutorial. There's a capx. https://www.scirra.com/tutorials/1461/h ... age-plugin

  • edit: just re-read that actually, seems like you have general pathfinding sorted and that ideas seems fine. Probably just a bug somewhere..

  • >

    > Just realized I could do a random roller for several different instance variables.

    >

    Yep looks like you've got it now.

  • You can definitely do what you are trying to achieve, I'm just trying to get to the bottom of it lols. When you spawn the ship, of any type, you can set the shootspeed instance var to random(10,20) which would be a random value 10-20, and different for each ship. There are various ways to do this. You can do this with a family instance variable if it applies to every ship. If it's different speeds for different types you can say on Type A created, set instance var to random (10,20), Type B to random(60,80). This is how I would do it myself but there are many ways.

  • Instead of using every x seconds can you give each ship on created its own variable which is the shooting speed and use this? Does the shooting speed alter for each individual ship during the game? I can't tell if you're trying to mimic randomness with every X seconds or if there's a reason behind it.

  • This is really confusing, what do you mean by shot spawning and picking a random instance of that sprite? Are you talking about firing bullets at ships and picking a ship to fire at? What is the game?

  • Can you provide examples of your previous work?

  • People lean towards using layers because they likely come across problems with going between layouts and values start resetting and they don't know how to handle it. If you are comfortable with layout transitions then I tend to use separate layouts for main menus, and make use of layers for in-game UI, boxes and dialogs that are likely to pop up.

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  • Yes, that would be an identical solution.

  • It should just be On Drop > Destroy. The behaviour handles all of the dragging and dropping without the need for touch events. The touch commands you're using are for general touch and can be represented by mouse clicks, which is why you need to click on the object.

  • For Pong I guess you would set the bar's Y to the Y of the ball and to adjust the difficulty you put in delays for its speed in getting to that Y.

  • Yeah, by using arrays. Search 'inventory' in the tutorials.