ailingforale's Forum Posts

  • In my case it auto-saves and then glitches out and changes the resolution. Sometimes it would crash as well. It all stopped when I started saving more often (a practice I should be more used to by now).

    I hope that it works out for you man. That crap can be frustrating when you're in the zone.

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  • Yup, I wish that was the issue though. I usually make my arrays up to 11 or 21. This way I have some that number similarly, but the I have a few rows with spaces for the randoms.

    Thanks again man.

  • So this is what the answer eventually was.

    I'm not sure what was going on with Random, but it wouldn't select (10,1) in the array. Also, other variations of this code let the button just continue to either pick more letters, pick more letters and then stop or just crash. Choose seems to nip that in the bud and should carry on because 1-10 are the same X coordinates in the array with me moving it down the Y axis +1.

    Thank you very much again for the help. Now I've just got to make it take me to a level!

    *EDIT* I believe you were also correct about the Else being in the wrong spot. It's a small detail to miss and so I missed it completely. lol (Also coding the way you understand it sticking with it because it works makes sense to me too.)

    *EDIT2* I also realized that I needed to change the =/= 0 to = 0 when checking my array (line 25) because when it is 0, it needed to keep going. Because: 0 = bad. It took some time to work the kinks out, but this is the process. I'm just glad there are people that can help.

  • Thank you very much for the response! I've tried to implement that while loop, but no matter how I put it in, it tends to freeze the game on load-up or when trying to execute the while loop itself.

    The first is the code by itself, the others are the code attached to the button you're meant to press to then send you to the selected level.

    Am I just doing it wrong?

    *EDIT* The first image isn't showing for some reason for me. Sorry.

  • I'm trying to create a random order for my levels to be picked from in sets of ten. I have an array that has 1,1 to 10,10 all marked with ones. (I avoided starting at 0,0 so the numbers match up better.) If a level is completed, the spot will be marked/changed to a 0.

    The Y part of the array is the tier difficulty and is preset until a player defeats 10 levels at which time the games adds +1 to it thus moving the player to the second tier of levels.

    I've tried using int or floor(random(1,10)) and choose(1,2,3,4,5,6,7,8,9,10) to pick the X. I need it to check if (LevelSelected, LevelTier)=0 in my array because if it does it needs to pick again. Even with manipulating the array to only have some of them be 1's the game still cycles through all of ten options.

    Any thoughts?

  • I've noticed the same problem and it was usually when C2 was trying to autosave. If I keep up on my saving, this doesn't happen at all.

  • I hear what your saying. I believe that I wouldn't need the "doortransfer" bit if I was only using one door per room. However, some rooms will have three to four doors so I need a way to tell them game which door to spawn the character properly on.

    As far as never setting it to 1, I do all of those transitions in the Door Transfer event page. I didn't think I needed them all in one place, but it helped me feel a bit more organized.

  • Sounds cool. Well, when/if you get a chance to take a look at my capx and take a look at my doors and figure out why they don't work, that'd be awesome.

    I'm very new to this and am still picking up tricks here and there. If anyone else is reading this, I'd love to hear some theories.

  • I use on event collision with door create object at location on next layout. and use variables is open/close to check if door is open or closed. I also had to add presist to open object so it remembers if it was visible or invisible when player returns to the layout and also if the same door on layout 2 is open or closed when the other door is opened.

    That sounds similar to what I've tried to implement, however, I'm not sure what you mean by closing the door. I figured that once you went through and had the door spawn your char that that was that essentially.

    Also, what's a "presist"?

  • So I've been able to create doors that can send someone to another layout. Sending them back (through the "same" door) is proving to be an issue for no apparent reason.

    https://www.dropbox.com/s/ddin54gbu8uhy ... .capx?dl=0

    I've got the second door transfer event disabled so you can make it to the second layout by pressing up on a gamepad. However, if I undo the disable, the character simply uses the first door and gets auto-teleported back to the start of the first layout. If I add a wait to the tele, the char can run around in layout two before he's auto-tele'd back. Any ideas?

    I've looked up some older posts, but none of the caps seem to be live links anymore and most of the issues don't revolve around having issues with the doors and more about globals...

    Thank you for any help in advance.