dop2000's Recent Forum Activity

  • Please share the working link to your capx

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  • You don't need an array, you can do this with instance variables.

    Add "isUnlocked" and "isSelected" instance variables to your character sprite/family.

    In "Team Edit" menu display only characters that have isUnlocked=true

    When player clicks a character, toggle isSelected variable.

    To keep track of how many characters are selected, you can use a counter variable, or you can pick all characters with isSelected=true and use expression character.PickedCount to get the number of picked instances.

  • If you've never tested your game on mobile, I strongly suggest you use WiFi preview before actually building the mobile app:

    https://www.scirra.com/tutorials/247/ho ... al-network

    If everything is fine with the preview, you can use Cocoon.io or PhoneGap to build the APK.

    Just search this forum, there are lots of manuals how to do it, here is the most recent post:

    tutorial-build-signed-apk-in-android-studio-phonegap-build_t196001

  • You don't need arrays..

    You can use a simple variable MenuSelected (which stores a number id or a text tag of the button) and, say, a function that will set "Blink" animation for the selected item and "default" for others.

    On button Up pressed -> 
       set MenuSelected to Max(1, MenuSelected-1)
       Call Function UpdateMenuButtons()
    
    On button Down pressed -> 
       set MenuSelected to Min(4, MenuSelected+1)
       Call Function UpdateMenuButtons()
    
    On Function UpdateMenuButtons
       MenuButton -> Set animation to "Default"
       Pick MenuButton with id=MenuSelected -> Set animation to "Blink"
    [/code:3dllbdl8]
    
    If you prefer working with string tags, this expression may be handy to minimize the number of events:  
    (condition ? result_if_true : result_if_false)
    
    .....set MenuSelected to (MenuSelected="controls" ? "start" : (MenuSelected="start" ? "continue" : (MenuSelected="continue" ? "story" : "controls")))
  • Your first "On collision with waypoint" event picks one waypoint. You can't just pick another waypoint in the same event or its sub-events.

    Try adding "System -> Pick All waypoint" before "Waypoint pick instance with UID" sub-event.

    If this doesn't help, then move this sub-event to a function.

    Something like this:

    ... Call Function MoveToWaypoint(Enemy.UID, Enemy.MyNextWaypoint)
    
    On Function MoveToWaypoint
      Enemy pick instance with UID= Function.Param(0)
        Waypoint pick instance with UID = Function.Param(1)
             Enemy Find path to (waypoint.x, waypoint.y)
    [/code:1twtbp6e]
  • You don't have to tag Ashley

    This sprite must be a member of a family and this behavior is probably defined on the family.

  • justintime0185 your link is broken, try posting it without the "https://" part

  • Here is the result of 10 seconds of googling <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Subscribe to Construct videos now

    https://www.scirra.com/tutorials/4777/h ... background

    viewtopic.php?t=63134&start=0

    best-way-for-infinite-scrolling-background_t99686

    https://www.scirra.com/tutorials/309/cr ... s-textures

  • You should not use Physics together with any other movement behavior like Platform or Bullet.

    It is recommended that Physics objects are only moved with physics actions (apply force, impulse etc) and only interact with other physics objects.

    As for the issue with object not sleeping, I had a similar post a few days ago and R0J0hound recommended to use Chipmunk behavior:

    Chipmunk objects go to sleep much easier. So you can try it instead of the built-in Physics.

  • The nature of the game makes it very hard to maintain consistent and predictable difficulty.

    Again, think of Candy Crush Saga - when new candies are generated, I can prevent them from forming groups with existing candies, thus increasing the difficulty. Or I can force them to form groups, making the game easier. But I can't do this all the time, or it will become too obvious.

    Also, I can't predict player's moves. Player can make a clever or very lucky move, match lots and lots of candies and score lots of points.

    I am gradually increasing difficulty as the player progresses through levels by introducing more obstacles/enemies and adding more tasks to complete. But the amount of points player can score in each level is still greatly depends on random generator...

  • In some of my match 3 demos, instead of creating a swipe directional recognition, I used a single touch trigger.

    You mean when there is only one possible match at that location?

    Otherwise it can actually be frustrating for players if they want to swipe right and the game swipes left instead.

  • So when the NPC reaches the location (water) it doesn't stop and continues to walk?

    There is probably something wrong with your code, it's hard to tell without seeing it.

    Maybe you are interfering with the sequence of pathfinding events somehow, for example calling "find path" repeatedly while NPC is still moving or something like that.

    For priority you can add some kind of ImportanceFactor. Say, for thirst set it to 1, for food 0.8, for tv 0.3

    Then to determine which action NPC should take, divide each instance variable by ImportanceFactor, for example:

    hunger=3 / 0.8 = 3.75

    thirst=3 / 1 = 3

    tv=2 / 0.3 = 6.66

    So the NPC should go drink first.

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dop2000

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