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  • I have a demo project just like that. There are two levels and different items are sold in the shop on these levels.

    dropbox.com/s/0ex32akdcl7s2ie/ArcherMan3.capx

    You will need to install CSV addon to open it:

    github.com/erenertugrul/construct-plugins/blob/master/ported_plugins/plugins/rex_csv/dist/rex_csv.c3addon

    construct.net/en/forum/extending-construct-2/addons-29/plugin-csv-csv2array-csv2dicti-41868

  • Sounds like the order of events may be wrong in your project. For example, you are trying to access AJAX.LastData before "AJAX On completed" is triggered, or you are writing and reading to/from local storage at the same time, or something similar. You need to post your project or screenshots of the relevant event sheets.

  • If you don't want to preview from the intro/loader layout, as a temporary solution you can create a function "InitializeVars" and add it to "On created" events. (probably not all, just the ones that get triggered first). Remove this function call before exporting the game.

  • Open "8 directional behavior" template and add these two actions:

  • Level unlocking:

    construct.net/en/tutorials/level-selector-995

    To add a life every hour you can check system time:

    Set currentTime variable to Browser.ExecJS("Math.floor(Date.now()/1000);")

    This will give you current unix time in seconds. Divide it by 3600 to get the number of hours. Check if an hour or more has passed since you last awarded a life.

    In Construct 3 you can use unixtime expression instead of Browser.ExecJS

    .

    You can also try downloading big complete game templates (free or commercial) that have these mechanics from Scirra store.

  • If you link one array instance with one family instance, it doesn't really matter where you define the 'ChildUID' variable.

    It only makes difference when you need to link one-to-many.

  • It's easy to do with Tween behavior.

    dropbox.com/s/jgagd4v8a9e0e8j/HueTween.c3p

  • It will not be possible to store each piece in a separate layout. Here is what I usually do when I need to randomly generate a level from pre-made scenes:

    I put all scenes on the layout, somewhere outside of visible area. Scenes (yellow rectangles on the screenshot) have 'type' instance variable defined with values like 'easy', 'medium', 'hard'. This allows to build levels of different difficulties, and mix and match them, for example 5 medium scenes + 3 hard.

    All objects on the scenes are added to one or two big families, in this case "Entities" for sprites and "Obstacles_TB" for tiled backgrounds.

  • No, you should not use "Wait" when programming such things. Use Timer behavior instead.

    On start of the layout 
     : Enemy Start Timer "change_direction" for 0.5s recurring
    
    Enemy on Timer "change_direction"
     : Enemy set variable direction to choose("left", "right")
    
    Enemy direction="left" 
     : Enemy simulate moving left
    
    Enemy direction="right" 
     : Enemy simulate moving right
    
    

    You can randomize their movement if you restart the timer in "On timer" event for random number of seconds, for example random(0.5, 1.5)

  • Not attach, but you can link array instance by UID to each family member.

    Family on created -> Create new Array, Family Set ArrayUID to Array.UID

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  • A new portion of examples, enjoy!

    VISUAL EFFECTS

    CAPX 3D fountain with bouncing balls.

    CAPX This one is hard to explain, you need to see it! A sphere made of tiles which follows mouse cursor.

    CAPX Text displayed as a moving sine wave with fade.

    CAPX Glowing laser effect

    CAPX Huge juicy explosion effect - shake and tilt the screen.

    GAME TEMPLATES

    CAPX Sharkie game - you are a hungry shark chasing swimmers, eat ‘em all!

    CAPX Create beautiful paintings using different stencils, brushes and colors.

    WEAPONS AND INVENTORY

    CAPX Collect weapons and swap between primary and secondary weapons in a platformer game.

    CAPX Top down shooter, where you can collect and fire different weapons, swap your weapons with keys Q and E.

    CAPX Comprehensive Inventory system - pick up different items and display them in the inventory screen.

    CONTROLS

    CAPX Customizable radio button controls.

    CAPX Using a sprite to invoke Open File dialog and a workaround for FileChooser bug.

    DATA

    CAPX Send data to Google Spreadsheet.

    TEXT

    CAPX Split text into separate words.

    EVERYTHING ELSE

    CAPX A simple demo demonstrating how to link object instances by UID.

    CAPX NWJS - create and execute a BAT-file in Windows.

    CAPX Save and load game progress to a disk file.

    CAPX Fire at targets to shrink them.

    CAPX A template for a simple level editor - drag objects on the map.

    CAPX Simple teleportation to a predefined or a random teleport.

    CAPX Simple AI with Pathfinding - wolves chasing prey.

    If you would like to support or hire me, please click here

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dop2000

Member since 26 May, 2016

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