lionz's Forum Posts

  • I'm not sure exactly on the layout of that game and the 3 random cards but in its most basic functionality you could do On click, set a global variable to choose between a number of cards so choose(0,1,2,3,4,5,6...50,51), which can also be displayed as floor(random(52)), if each number relates to a card in the deck. Then you run through it again for as many times as you need to pick a new card. This works well for randomly picking a card, if you want to get into shuffling cards in a deck and drawing them then I would look at arrays.

  • That's what it looked like. random(1) will pick a decimal value between 0 and 1. So your event is saying something like on mouse click add 0.545345 to CardA_1, add 0.234245 to CardB_1 etc. You probably want choose(0,1) which will pick 0 or 1 at random.

  • It might be better to use pathfinding for this? Choose a random destination every x seconds and go to it.

    https://dl.dropboxusercontent.com/u/495 ... urret.capx

  • You've gotta be careful with the way that Construct 2 reads events from top to bottom. Event 8 sets Buzzer2 to 1, which makes event 9 true and runs event 9 making the game look the same as it was before. My standard is to add a short timer wait, even 0.1 secs before you set the new Buzzer1 and Buzzer2 variables, after the create object action.

  • Are you trying to make it choose between 0 and 1?

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  • I don't see how CardA_1, CardA_2 and CardA_3 can ever be 1, can you explain what's happening on event 4?

  • 1) Set the parallax in the layer properties to 0,0.

    2) Not an artist but there may have been some responses on this before about what to set that option to. I think pixel rounding set to On is supposed to get rid of seams or offset edges.

  • Yeah when I run the debugger it lags but the normal game is fine. I don't use the debugger to track performance.

  • Hello!

    First you will need to track the animations clicked if you have not done this already i.e. global variable starts at 0, when correct animation is clicked add 1 to variable.

    When global variable is 2 (all animations clicked) > use system go to layout 2. (explained in General section here: https://www.scirra.com/manual/125/system-actions)

  • There are lots of ways you can do it. This is another way : https://dl.dropboxusercontent.com/u/495 ... rols2.capx

    Here you assign player 1 a character and set the anims corresponding to the character and player 1 always has the same controls.

  • There might be but I do it this way, especially for the controls. I don't see any reason to look any deeper into it because the premade behaviour handles everything.

  • Yeah under pathfinding behaviour if you disable Diagonals then they should just use those angles.

  • I would take the for each EnemyCntrl out of the nested loop and have a separate event, on EnemyCntrl created > set type to random (0,2) but that's just me.

  • Yeah we can do that, I just wanted to make sure the layout scale was good enough. Put the green bit on its own layer that scales. Everything else put it on a layer with scale rate set to 0 and it will be unaffected when you use layout scale.

  • Does system layout scale work or are you looking for something else? I'm no artist so you might be looking for something specific.