lionz's Recent Forum Activity

  • In each event yes both conditions have to be met, it looks like both the turns variables are always true but I can't see the rest of your logic. It's an easy fix, rework the logic like I mentioned in first response or feel free to send over C3 file so I can edit it.

  • If turn1 always = 1 then changes to right_wrong variable when answering question 2 will affect question 1.

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  • Does it have platform behaviour? If so, it should be on the ground. If you've used the pathfinding behaviour that is more for 8-direction top down style game. If you need more specific help you'll have to show us what you've done.

  • The issue isn't really about it running once, more that it's just not keeping the values because 'turns' changes and it looks like you are restarting the layout? You could do something like create a bunch of global variables for the questions i.e Q1, Q2, Q3. and then set Q1 to 0 by default, 1 if correct or 2 if wrong. Then you could say for ico1 set animation frame to Q1, for ico 2 set animation frame to Q2. So it will be 0 at the start (an X) then if you get Q1 correct it will set animation frame to 1, if Q 2 is wrong, it sets animation frame to 2 etc, using example animation frames. There are loads of ways you can do this.

  • Most events are checked every tick even if you don't add 'every tick'. It doesn't affect performance.

  • Pathfinding to location if using 8-dir, the 'stubbornness' will be some bugs that need to be ironed out. You could set player to bullet and move at angle toward location but sounds like you are doing an RTS which will work fine with pathfinding. Projectile attacks again use bullet behaviour with set angle toward enemy. If you need any assistance with bugs then feel free to send me capx.

  • Export in what format?

  • Interesting comic, not much of a game but I guess it's not meant to be You should look into making a point and click adventure game!

  • What you're trying to achieve will be possible but it's difficult to understand the intricacies of the game and where collisions take place from your description alone. An example game or sketch or something would be better so we can see what the game looks like. You mention that you use bullet and platform but the bricks flying off sound like they are using physics. Yes you can check for collisions of one brick and change the direction of the bottom brick.

  • I'm on latest version and it looks fine. Do you mean on the tilemap bar? Have you enabled it? Do you mean you tried loading a tmx file and the tiles aren't showing? Do you mean you can't see the tiles when painted on the tilemap object in the layout?

  • The example provided is correct because the x - 1 guarantees that they are descending in order and never numbers that are next to one another. Did you try it? Your own example is incorrect : random 0,30 would never generate 30, it's generate x to y, but not y.

  • https://www.construct.net/make-games/ma ... layers-bar

    You right-click in the layers bar to bring up options for adding layers.

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lionz

Member since 5 Aug, 2013

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