lionz's Forum Posts

  • There are a few ways. When you do player on collision with wall, that particular wall then becomes the picked object. You could then use a sub event to compare if the wall instance variable 'grab' is true or false and go from there.

  • Nope they won't work. Alternatives were discussed in this thread :

  • You've got some conflicting logic there, remember it's greater or equal to lower and less than or equal to higher, so 50 and 2 are true for at least 2 of those scenarios. Youll probs want 50 and 100, 4 and 49, 0 and 3.

  • Using is between values:

    If Value: random(100)

    Lower bound: 50

    Upper bound: 70

    That checks if the randomly generated number is between 50 and 70. So for the first event I guess you need to use this for between 4 and 49.

    The condition works like this : Test if a number is between two values (greater or equal to a lower value and less or equal to a higher value).

  • System > General > Is between values

  • Yeah you just use enemy instance variables not global variables. On enemy 1 you have health, speed etc. You could also have a phase variable on the enemy. Then in your code you set if phase is 1, set all the variables to this. If phase is 2, set all variables to this. It looks like you are setting the instance variable values to the value of a global variable, I would base the values on what the enemies are doing and what phase they are in. They will have a default and then anything after that can be based on phase.

  • Sounds are not released from memory once preloaded or played, they stay in memory so that they can be played again without delays. So 'can a common played sound be kept in RAM?', yes it is automatically. 'If it is a rare played sound can I remove it from RAM?', nope. 'How long does the reloaded sound stay in RAM?', for the rest of the game.

  • Spawn at random xy. If on created, it is overlapping another object, destroy, run spawn at random xy.

  • Correct you would have to create multiple events...so what do you need help with?

  • If enemy phase 1, set enemy variables to 250/2. If enemy phase 2, set enemy variables to 300/3

  • Neither, each enemy can have its own instance variables. If enemies share the same instance variables you can put them into an enemy family and use enemy family instance variables.

  • To me? I didn't receive anything I guess the information that's missing (or it could be there I'm not sure as the thread has become longwinded), is what happens with the shield. Is it timed? Is it like a life for the player and stops them losing? Your problem probably lies with the fact that you have a shield spawn, your stars can keep increasing and you still have a shield equipped. I'm not sure what the point of the shield is though so if you could explain that. Does it equip automatically? I see that you add a shield point on every few starpoints but it's not clear what you want the shield to do in relation to the game.

  • Well at the moment it's not spawning because you've not included your achievements event sheet in gameplay_common..once included it spawns the shield and works fine. What are you trying to do from this point?

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  • I can't see any hint of a shield in the game, where is it? I can see a global variable called magnashield but nothing adds to it and I can't see a shield asset.

  • You can do this with 'Set Playback Rate', an action using the Audio object. I'm not sure how accurate it is though. You could also adjust the pitch with third-party software for a number of sounds and then in C2 'choose' a random sound each time the gun is fired, or play them in sequence.