lukezero's Forum Posts

  • Hi C2 community! ^^

    I made a shoot'em up game with an infinite Tiled Background that works perfectly on the PC, but in the Android version compiled in Ludei/CocoonJS, appears the scenario divisions/amendments.

    Does anyone know how to fix this?

    Thank you all in advance for the attention and cooperation.

  • Thanks for the help, TheDom, but I tried this function before and don't worked here.

  • do you have the Cranberry plugin link for download? ^^

  • Hi C2 community! ^^

    During an event triggered by a boolean or number variable (which is active when called), how do I give random features (such as opacity, angle and scale) to a newly created object?

    I know the functions RANDOM and CHOOSE combined with integer fucntions, but both only work properly when set at the beginning of the layout.

    I'm also trying to randomly choose an animation of an object in the same case and I'm not getting. Example: "animation"&int(choose(1,2,3))

    I think that is a computational logic problem I don't understand...

    I thank you in advance your attention and collaboration.

  • Thanks so much for the help, mrcgkh!

    THANKS THANKS THANKS ^^

  • WOW! Thanks for the CAPX, mrcgkh! It is exactly what I need!

    I will study it to understand it and implement it. ^^

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  • Thanks for the tip,

    I also thought of three variables to establish past, present and future of randomness, but in terms of integration of the mini-games, I didn't know the best way to do this.

  • Hi C2 developers! ^^

    Someone has an idea (or even a CAPX) of how to create a random sorter/generator of mini-games like Wario Ware Inc?

    I can make a random generator of objects using the functions random and choose, but in this case I cannot keep repeating something (a mini-game) successively, but creating a routine of randomness that prevents a mini-game played now be played again soon then.

    For example, if I have 5 mini-games (A, B, C, D, E) and I just play the B, so I want the chance of the game B appear again is between 3-5 games ahead. There is also the factor progressive difficulty. For this I created a variable "level" in each mini-game with a routine that handles speed and energy.

    PS.: I ask because I'm only a designer and not a genius in mathematics and programming as various here.

    Once again, thank you in advance for your attention and cooperation of you.

  • Posting to read the whole topic later.

  • Now I discovered the problem with the "On destroyed" here and he worked well,

    Thanks, man.

  • It can be a problem of indentation or switching, but I tried in various ways here and unfortunately don't worked. Your solution is even more practical, precisely because it's simpler.

  • "On destroyed" didn't worked here,

    This condition created more than one points for the count variable on the beginning of the stage, generating the "game over" event.

  • Right Sup with that?, it was exactly what is happening on this case.

    To solve this I just created new sub-variables to each monster and changed the "Add" condition to "Set". At last, I created a simple equation that adds these monster sub-variables.

    Finally, the rule is never put "Add" in collisions, but always "Set".

  • Better explaining my problem, R0J0hound, I need lava bubbles arising in the red areas only when these areas are on the screen, so not to overload the memory of mobile devices.

    Now I'm testing your recommendations.

  • Hi guys! ^^

    I'm doing a action touch game like Fruit Ninja and I'm having a problem with an event that add "1" to a variable when a enemy is killed by the players's slice.

    When I try to quickly cut the enemy, the collision sometimes added 2 or 3 for that variable. Why this happens if the enemy is immediately destroyed when it collides with the dash?