lionz's Recent Forum Activity

  • Shouldn't it be set player score to level 2 starting score? Depends on your game design but from what you described I assume the start of level 2 is the score from level 1. There are many ways to do it. You can store the score at the end of level 1 as a total level 1 score and set your score to this if you die in level 2.

  • What a blast from the past with these functions. I had a look and I think based on how the spawner is set up and because it's Construct 2 there isn't much you can do. You don't need a function for each monster, you could pass through the spawner.monster variable each time into a single function that has conditions if param(0)="bug" then spawn bug etc and also a second param(1) for the trigger type if collide etc, but without create object by name there isn't a lot you can do to minimize the code beyond this, you would still need a condition for each monster. Construct 2 is really old though, maybe time to upgrade? :)

  • Love it, good luck! I added it to Steam wishlist.

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  • Repeat conditions within one spawn function seems fine, based on a monster name parameter sent through. Really it depends on the gameplay design for spawning. What are some examples of variables on a spawner and expectation of what it will spawn?

  • Spawner var can be a string for the name of the monster object then use system 'Create object by name' with value spawner.var

  • Oops! on my file change to WhichItem=type

  • here I edited for you into one function. much easier when you've bought Construct and can try it dropbox.com/scl/fi/3g58l4bcubx66vecegvyf/Inventory_edited.c3p

  • You mean it is adding 1 to all items? That's down to the ordering in the loop block should be for each at the top then the conditions. I just realised though you don't need the for each loop either you can just say whichitem=item.itemtype and then on the bit below just use an Else. You could try this temporarily just to see if it works i think it should. The Else should trigger when it cannot find a slot that matches the type.

  • You could set a variable to floor(random(64)), this generates a number from 0-63. Then you can say if=0 then action the event.

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  • Bring the set found and add 1 actions to the top block that has the loop along with the 'whichitem=' condition and also add a system action 'stop loop', and delete the second block below.

    On the third block remove type=item.itemtype condition.

    There could still be a bug but let's see. I need Construct purchase to assist properly but I'm buying it soon.

  • You could have a family bool like isPlayer and then apply all logic to those with isPlayer=true to group player logic.

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lionz

Member since 5 Aug, 2013

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