lionz's Recent Forum Activity

  • You could use a tilemap to create an object similar to this where you can edit the collision of individual tiles. You could also create that as one or a few sprite objects and edit the collision shape in the image editor but I think that's heavy on performance if you use too many 'points'.

  • You need to pick using the family. Replace the npc controller object with the Animations family.

  • It does select 5 but changes to 3 further down due to Construct 2's top down structure. There are probably many ways to fix this but when I'm doing this kind of cycling I lock out the top to bottom picks so only one is ever picked per press.

    See in the image how I added the variable 'pick', this allows it to select only one weapon every time 3 is pressed. Then when a weapon is selected on the right 'pick' is set to 1 which then locks it out for the remainder of the checks. Then I reset 'pick' to 0 at the end after all possible weapon checks.

    https://www.dropbox.com/s/xku0snl9lmaqzrx/cycle.jpg?dl=0

  • I could do events for enemy AIs I guess... but I'm best suited to QA, finding bugs but also finding out where they went wrong in C2 as a result. If it gets to a point where you need someone with knowledge of C2 to test the game but also help debug and find the cause in C2 then let me know. The game sounds interesting!

  • Pretty much what you've done except instead of on collision with the friendlybase, create a much larger invisible sprite that is pinned to the base for detecting the collision. This will then remove the darker tiles from further away.

  • This is for Construct 3 help. In Construct 2 you could use a loader layout :

    https://www.scirra.com/tutorials/318/ho ... ng-screens

  • It just works in the browser, I don't see what's limited about that?

  • Well there is an example here which has level unlocks and ratings : https://www.scirra.com/tutorials/311/level-select

    To then save the game you can follow this : https://www.scirra.com/tutorials/526/ho ... -savegames

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  • Well if I was to say do it a certain way, I would say scrap that local variable on font object. When you change to a new layout later on it will cause problems. The best way to do player health is to use a global variable and reference it. The variable is a value that is always there and changing. For the display of it, you are just referencing that value, so in this case the health is HPFont.currenthealth / HPFont.maxhealth. You should use a global variable so you dont need to reference an object, so playerHealth / 5 will do! It's just about getting familiar with the C2 basics. In terms of the actual text event, you separate bits out with an & symbol.

    To break it down even further so you have an understanding and can then go on to do it with the flower points. You store values such as health and items collected as a variable. They are always there in the background and changing, you can add and subtract from them. You can use a text object to display text, but also to display these variable values that are constantly changing during gameplay. Using SetText you can set the text to show a variable such as health. Every Tick is used to update the values constantly during the gameplay.

    Edit: if you check the link again, I've done this. I changed it to global health and coins for you.

  • If you check out my edit on event 13, I fixed the health. https://www.dropbox.com/s/rqxcattwlkygt ... .capx?dl=0

    When referencing a variable you need to do object.variable. In quotations "" that is just text.

  • That's a broken link and looks like a pdf file which won't be the correct capx file.

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lionz

Member since 5 Aug, 2013

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