yes, indeed
That's great! sounds much simpler, seems like you got it
I like the idea! I can see that you implemented rounds, very cool! As for the overlapping zombies problem you mentioned, I'm not sure. I haven't used construct since I made Hats. But, you can maybe try using condition "for each/every" zombie object Loop on the same event you use for overlapping, then make a global variable 'counter,' and instance variable on zombie object also called 'counter.' Then, on your 'for each' event add 1 to global counter then set zomb instance counter = to global counter, and then a wait for at least a frame ~0.05 seconds, then (maybe print global counter to console to check that it's counting correctly) then reset global counter to 0. Then in a seperate Event check if Zomb object counter variable is = 1 in which case, it should be deleted.
There could be a better way if you look into construct's documentation, but that's just my best guess to solve that problem, best of luck!
I'm excited to try it out! good luck!
What I did was have two global variables: Zombs_to_spawn and Zombs_alive.
At the start of a wave, I set Zombs_to_spawn to the amount of zombies I want to spawn in the current wave and set Zombs_alive to that same number.
I will also start a timer and loop it to spawn the zombies.
When a zombie spawns, subtract 1 from Zombs_to_spawn and loop the timer.
If the Zombs_to_spawn variable is 0, do not loop the timer.
When a zombie dies, subtract 1 from zombs_alive.
when Zombs_alive is 0, start the next round(where you just add 1 to your wave counter and start the loop over)
Hope this helps!
I like the idea of traps in the game, maybe if I make a sequel I will add landmines!
It does if you aim at something, otherwise if you're not playing the game in a browser on a pc, particularly firefox or chrome, it might not be working correctly
I'm not exactly sure how i did it, as I do not have the files, but I think I had two text objects, one for gun magazine and one for reserve. you'll need these variables: currentAmmo, currentReserve, maxAmmo
when shooting, make sure to check that you have ammo and just minus one from the currentAmmo then set the text to currentAmmo
when reloading you'd first want to check that you have reserve ammo to reload. then you'll also want to check how much ammo you can reload when you don't have enough for the entire clip: if (currentReserve < maxAmmo - currentAmmo) then set currentAmmo = currentReserve + currentAmmo, also set currentReserve = 0, and update your text
finally if your currentReserve is greater than or equal to what you need to reload : if (currentReserve >= maxAmmo - currentAmmo) then set currentAmmo = maxAmmo, and set currentReserve = currentReserve - (maxAmmo - currentAmmo) then just update your text objects
that's how i probably did it, hope it helps!
I'm curious myself. I too will like the profile of the person that explains this wall glitch.
Member since 24 Sep, 2015