lionz's Forum Posts

  • punktum

    I've got a fix for this as well. Create a family instance variable i.e. sound. On all objectA set it to 1, on all objectB set it to 2. Under the on touched family pick top instance event put sub events if sound = 1 > play sound1, if sound = 2 > play sound2.

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  • Oooo thanks for the response, I like ashley's capx.

  • Has anyone had any experience with creating RPG dialogue where it scrolls and reveals a letter at a time as though it is being typed out rather than just the entire block of text appears at once? You could do this in a convoluted way with Set text H, make invisible/visible, Set text He, make invisible/visible, Set text Hel, but I'm wondering if there is a much simpler way of doing this?

  • You can set up a series of spawn points above that are used randomly, every x seconds pick random spawn point instance or you can create objects at a random range of X across Y every X seconds. Lots of ways to do it. The objects will need some other logic set up to move down, or you can apply physics behaviour.

    So the logic will look something like this:

    Every X seconds

    Pick random SpawnPoint -- Spawn Obstacle at SpawnPoint

    OR

    Every X seconds -- Create object Obstacle at X=random(0,1000), Y=0 (co-ords are flexible)

  • Some interesting ideas guys! Looks like they all have tycoon systems in common, I was probably looking for something that wasn't there, like a slight edge on the normal gameplay. I guess they would all be reskins of the same game so I'll stick with the generic tycoon formula.

  • There isn't really a 'first instance' until you run the game. Then the objects are listed in order of IID in each layout. What is it that you are trying to do?

  • The boxes are destroyed when you click them. You used a change position method but you could really do anything. You could have all of the boxes invisible and then set visible, up to you.

  • Possibly every x seconds with condition pick random instance of sprite > set global variable to sprite.mynumber.

    edit: yeah exactly that above...

  • You can run a 'pickedcount=1' check with an else, like this :

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

  • You can either load a layout that is the loading screen or set up a loading screen on a layer and make it visible. I guess the loading screen would be a sprite that has an animation?

  • To have it constantly follow the cursor, I use set angle toward mouse.x, mouse.y every tick and then object move forward. You could also do it by on every click, set mouse.x mouse.y to pathfinding destination, then have the enemy move to that destination. It really depends on exactly what you want to happen.

  • You probably have some logic set to play animation while 'key is down' instead of on key press.

    Because of the logic in 1, it's going to keep playing the animation while the key is down.

    Add a condition in for your other movement actions : when not punching

  • Oh a screenshot has been added. The function names need to match? Calling "moonnormalize" won't do anything.

  • I mean what problem are you having?

  • What is the problem?