lionz's Recent Forum Activity

  • + button on the layers bar https://www.scirra.com/manual/42/layers-bar

  • Yeah there's something in the Unity asset store called Playmaker, which allows you to create games but as you would expect it is more limited than if you just used UnityScript. It uses events similar to Kismet in Unreal, a visual graph with events that link together, where the code is hidden underneath.

  • If exporting for iOS using xcode there is something you can do with background capabilities but it's kind of messy. Within construct I don't think you can do anything.

  • NaN is usually where you are trying to store the wrong data type, so i.e. trying to store text in a number variable. Look for some quotation marks that are in the wrong place, i.e. set score to "0" instead of 0.

  • 1 - I would do this by giving the AI an instance variable called 'state' and on created set the 'state' to 'moving'. Then have pathfinding logic if AI state is 'moving'. This also helps with 3 and 4.

    2 - Have a global variable that counts up every x seconds. When you spawn an AI, subtract the price from the global variable

    3 - It depends how they are fighting, if it's done by overlap you can say if 'state' is 'fighting' and not overlapping an AI, then set state to 'moving' i.e. continue pathfinding

    4 - You could detect distance between ranged AI and an enemy or have an invisible sprite around the enemy and detect an overlap of ranged AI and the sprite, then stop pathfinding, set the ranged AI state to 'attacking' instead of 'moving'

    They are just generic answers and you will likely come across bugs because tower defense can be complex with the logic.

  • Add the condition on mouse button clicked

    Right click on event, select to make it an OR block

    Add the condition on any touch start

    Will now be on mouse click OR touch

  • Right-click in the layout > insert new object > mouse or touch

    Then in the event sheet it's on mouse clicked / on touched

  • Nice, has a certain charm to it. The boomerang wasn't obvious enough for me, I got stuck then realised you could control it and bring it back to the player.

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  • Hi there, did some investigation for you. The important bit you missed out was setting the animation speed to 0. Be sure to do this for the maps and the masks. Because you are playing the animations, it changes to frame 1 on the complete map which shows the blank map in game. You adjust the animation speed by opening the image editor and options are on the left.

  • If you mean teleport by 32 pixels then you can do set position self.x+32 for example to move 32 pixels to the right.

    If you mean walk 32 pixels then there is MoveTo plugin here, which allows you to say walk 32 pixels to a position :

  • You've added the amount to y=1 in the array in the pick up logic, you could add the weight of an item to y=2, then do y=1*y=2 into y=3 to get the total weight taken up by one item.

  • I've dropped it into the Update Inventory function as that seems the best place. At the moment it just adds y=1, which is the amount of each individual item, to the inventory (so everything has a weight of 1). As mentioned above if different items have different weights then you can put a calculation in and set up a total weight for each item type in another y column and run through that instead of y=1.

    https://www.dropbox.com/s/ksskijrn2w8iu ... .capx?dl=0

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lionz

Member since 5 Aug, 2013

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