lionz's Forum Posts

  • I do this every X seconds run a function. Each function is an enemy pattern. Enemy patterns are defined by spawning enemy at a certain X (across the screen). You can do random X between a set of values to make it spawn in a random spot or you can set the X of several enemies for predefined patterns.

  • Those events are really inefficient, I would rework all of them and possibly destroy planets or set their position back to default as they fly on forever. It's probably something to do with the planet being on collision with the sun so it adds more than 1 to the variable. On question 12 you are adding 2 to question no. by the way. I would look at using Families, this would help with your events and grouping all planets, you have 200+ events there that could be just 20 and easier to manage.

  • When you use 'on touched object' it picks the object you are touching and then you can grab its data. If it has a variable then you can pull the object.variable value from that object. If you want something more specific you'll have to elaborate instead of spamming question marks.

  • You must be disabling keyboard or platform behaviour with other events, post a link to the game file or a screenshot of all of your events then it's easier to troubleshoot.

  • Was it ever working? You probably need to use if A or D 'is down' to simulate the platform behaviour.

  • Object.PickedCount

  • The layout size is infinite, you can scroll forever, and it doesn't affect performance. You should only really be concerned about the number of objects, especially the objects that use large images and take up a bunch of memory. Objects that are off screen are not rendered and hardly affect performance. Just take into account the total memory usage for that layout and try and keep it under 100mb. I would say best practice though is to do what you're trying to avoid and mimic the scrolling, creating a large level isn't too useful although you can make use of the tilemap object that helps to keep memory usage down when drawing a level.

  • Pretty much impossible to assist without seeing what you've done with events.

  • Probably because the Y co-ord can be to many decimal places so it's struggling to get an exact match. Try using floor(sprite.y) to round to a whole number or use the good old less than or equal to sprite.Y.

  • I would do something like this : have health as a family instance var if not already. Give the health bar object you're using an instance var i.e. ID. On mob created, create health bar, set health bar. ID to mob.UID (now they are related). Then to display health you evaluate by saying where healthbar.ID = mob.UID set healthbar.health to mob.health.

  • klabundee

    sidetrack I know but ooo nice looking game

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  • Using 'On created' to pick the ship you can then store UID somewhere, depends what you want to do with it.

  • My guess is that if the text worked then the animation change worked but you have code elsewhere that overrides the animation displayed. for example, you have if sprite.UID=1 set anim, but elsewhere you could have the sprite animation set to be idle if its a player that isn't moving or something similar. A possible issue is also a typo with the animation name.

  • Do you mean to get the data and use it in code or simply view it? In debug mode you can see the ID of the objects. Also think about putting the ship and antenna in a 'container' where you can create them as one object.

  • It's pretty obvious if you compare the two, look at the order of the events in actual compared to test. The test code is correct picking, every time you pick an enemy you set the name to the glob var then add 1 to glob var. In actual you are adding 1 to glob var for every enemy, so the total number of enemies, then setting the enemy name for all enemies to the glob var number. Be careful with the order of events and sub-events, you've done it correctly in test code though so I can see you know what you're doing.