dazedangels's Recent Forum Activity

  • blackhornet,

    OHHH! I got it now. THANK YOU!

    If you don't mind, can I ask a related question?

    How do I get the bombs to look like they aren't hanging in the air before dropping?

    On the levels without the scrolling background the bombs drop like normal, but on this level where the background now scrolls it looks like the bombs are hanging for a second. Is that an illusion or do I need to change something with the bombs?

    The bombs are in a family and the family has physics. It's the standard physics, I haven't changed anything except checked prevent rotation (which prevent rotation isn't working, but that's another day)

    This is what it looks like

    youtu.be/5424hx2-rj8

    Thanks again.

  • C3/mobile

    The game is a little airplane. It's at the bottom of the screen. The background looks like land. The plane looks like it's fly over the land - well it's supposed to anyway.

    The game is 500x500 (just a wee little thing)

    The background is a tiledbackground 500x2384

    The variable ScrollSpeed = 400

    The background needs to be an infinite scroll. I just can't figure out the math.

    I know I need to change the Set Y, but not sure to what.

    And I'm not entirely sure I have the every tick setup correctly.

    I've watched/read a dozen tutorials today and every one says to do something similar and completely different.

    Help.

  • ,

    I was afraid it was something with arrays. Guess I shouldn't have picked this demo to try to learn arrays. I've done them in Lua & JS, but can't seem to wrap my head around them in C3.

    Back to the drawing board. Thank you.

  • C3

    I found a C2 demo in an old post a while back. The demo records the score and the highest score - saves it to an array/local storage blah, blah, blah.

    I've dissected it for a few days and it works great for levels 0 - 3, but stops recording the score/high score on level 4. Also any new levels I make have the same problem as level 4.

    I've tried changing the level global variable, changing the instance variable and several other things, but nothing seems to solve the problem.

    I'm thinking it may have something to do with the size of the array, but I'm only assuming that because I'm not great with arrays. The only other thing I can come up with is that something isn't syncing because I'm opening it in C3, but that's never happened to me before.

    What am I missing?

    dropbox.com/s/2fqk21sm87kma23/multiscoreSave.capx

    Thank you.

  • dop2000, Sorry, I didn't explain that well.

    I can't have it restore the size until the player clicks on it. Until the player clicks on it, it needs to stay the wrong size - and each copy is a different size.

    I know, I know - I'm impossible.

    I'm thinking about changing it so instead of making a second animation, when the player hits that invisible sprite, it makes a different sprite visible. It would mean 2 sprites on every image, but it's only 30 layouts - a have to make new backgrounds every week because she learns so quickly.

  • C3/Mobile

    Well I pulled a stupid.

    I have a background that has all the images needed. Then I have a couple of invisible sprites that go over the parts of the images on the background. On the start of the layout those sprites are invisible.

    When the player touches the sprite it changes the animation to either 'Well Done' or 'Try Again'

    All that works swimmingly. The problem is, I make the sprite larger and smaller so it covers the small images on the background image and when the player taps the invisible sprite and it turns visible - the image is stretched - DUH! I don't know what I was thinking.

    Is there an "on tap set the second animation back to the original shape"?

    Not sure how much sense this makes, but if you take a look at the images below it should clear things up.

    The faded red are the wrong answers and the faded green are the correct images.

  • Maverick1912,

    Thank you. I hadn't thought of that.

    dop2000,

    I had a feeling you were going to say that.

    I'm just going to have to get over my fear of arrays.

    Time I stop fighting it and learn to use them properly.

    Thank you.

  • C3/Mobile

    I nearly made an entire game without help! Nearly.

    I'm making a little game for my nephews. Nothing complicated.

    There are 8 levels. They have to get through each level at least once before moving on to the next level, but the goal of the game is just to live as long as possible. The longer the player lives the higher the score. (Really the goal is to get a higher score than the other brother on every level - they're 6 & 7.)

    I have the level menu. They play a game, die and then can play the next level. Once they have played/opened/unlocked all 8 levels, the goal is to get a higher level then the other brother.

    Here's my problem, I got it setup so the high score is shown on the level menu leader board, but I don't know how to make a high score show for each level. Each time any level is played it always records the highest score on the level menu leader board under the first level - of course because I don't know how to tell it to put the score for level 2 next to the level 2 icon on the level menu leader board.

    I know I can make more variables for each level, but a lot of games have stars and scores and I'm thinking there has to be away to identify level 2, 3, 4 and so on in the same way I do to unlock the next level, but I'm stuck on stupid.

    Thoughts?

    drive.google.com/file/d/1jPzgtDqWeeXwJJ_mxs5zCWVZC8OSih3r/view

  • Oh that's brilliant!

    Thank you.

  • I have several families and a box.

    1 What I need: when all members of the family are overlapping the box, the variable is set to 1 and I need the arrow to show up.

    What happens is, as soon as 1 member of the family overlaps the box the variable is set to 1 and the arrow shows up.

    Is there an easy fix that requires all members of the family to be on the box before arrow shows?

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  • Rory,

    Thank you for your reply.

    Well, that's simple. I always assume it's something complicated.

    Thanks again.

  • dop2000

    That may work. I need to setup a variable so that it only brings up what was destroyed, I have a feeling there's going to be some math involved lol.

    At the moment it loads everything including bad guys that weren't killed so they overlap each other (which I'm considering making that a bonus option - ha ha)

    But yeah, I think with tweaking that's going to fix the issue.

    Thank you sooo much.

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dazedangels

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