Magistross's Forum Posts

  • The nickname plugin might help you.

    There are however some tricks you could do if you prefer the vanilla way. You could create a function named "CreateShip" that receive a string parameter, and using a long list of "if else if...", create the correct ship, and set the return value to the newly created ship. Whenever you want to create a ship, use that function, and use a "Pick by UID" on the ShipFamily with the return value to change its family instance variables.

    I once did an example of something similar.

    And as for the "On created" issue, the trigger is indeed called before the remaining actions. This is by design, so you will have to take that into account when you use this event.

  • You are missing a "Pick all Critter" somewhere along the way. The "For Each" essentially limit the SOL to a single Critter, to test against all critters in a sub-event, you have to include a "Pick all".

  • Magistross , yes that is very interesting/insightful! Using a dictionary for each sprite is something I was thinking about already, but now it makes more sense. I assume the dictionaries for the sprites should have the global value turned off, otherwise they'd continue to spawn new dictionaries if layout is reset? Thanks!

    ep, I didn't think of changing it to non-global, you're absolutely right on that account. Although, I believe that the fact that the sprites Dictionaries are tied to a non-global object makes them non-global too in the end.

  • I went with the idea of using solely dictionaries. Might interest you.

    https://dl.dropboxusercontent.com/u/700 ... Regex.capx

  • Replacing with values from a dictionary is quite easy and straightforward. However, it is not really possible to retrieve instance variables by name, unless you hard-code them all.

  • I never dabbled with multiplayer myself but if I were to implement a "multi-level" "multi-player" game, I wouldn't ever change the layout and stick to loading levels dynamically.

  • The difficulty curve is a bit steep. Took me a few tries to even beat the first level. But then you get to unlock upgrades and what not, so it evens out... altough, I find that the energy depletes a bit too fast with the fully upgraded laser beam rate of fire.

  • You can use the PickedCount expression.

    NPC.Function = "woodcutting" -> Set global to NPC.PickedCount

    else -> Set global to 0

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  • Great game, sorry I busted your highscores table...

  • hey Magistross !! look what I did using your template ;D https://www.scirra.com/arcade/shooting-games/2ws-2856

    That's quite impressive! Nice work adapting the template to your style too, it fits seamlessly!

  • I might create a basic capx later today... but for now, I'm at work...

  • The logic should all be handled via arrays, with enemies moving from a room (array cell) to another with the method of your choice. You could also use a tilemap (with tile IDs for its values), simply for its ease of use and visual representation at edit time, and make it invisible at runtime.

  • These games did not animate the background as you were moving, so if it's what you are looking for, it's simply a matter of having a multitude of backgrounds to represent the different configurations of hallways, doors and what not, and display the correct one depending on neighboring rooms.

  • jojoe It's a simple fix. In "edittime.js", there are two expressions with the ID 0, simply change the second entry to 1 and it will work.

  • It's implicit, if "Pick nearest" return something, it's <Found>.