Anteaterman23's Forum Posts

  • 5 posts
  • I have a game that constantly switches the player between the 8direction and Platform behavior. Some objects I want to have act differently depending on which behavior is enabled and which one is not. Therefore, it would be very useful to have a condition that could test which one was enabled.

    If there's a workaround to this, please let me know; But regardless, I think this could be a useful addition to Construct 2.

  • Alright, 99Instances2Go solved my problem. Thanks a lot!

  • What I currently have is that, on a layout (we'll call it layout 1), I have an object. When you click that object, it teleports you to another layout (we'll call it layout 2), then teleports the player in layout 2 to a specific position. These two events happen because of the same action (clicking and object in layout 1), and are staged in the correct order (go to layout, then go to position). However, when I click the object in layout 1, you are transferred to layout 2, but not teleported to the position.

    So, I tried another method. I had it so when you clicked the object in layout 1, you would go to layout 2, the player in layout 2 would be destroyed, then a new player would be created in the position I wanted him to be in. When I tested, the player was once again transferred to layout 2, but the player was not destroyed or created in a new location.

    It seems the engine is forgetting the other actions I told it to trigger on that event, and only wants to transfer to layout 2. Layouts 1 & 2 run on the same event sheet, I just can't seem to figure out the problem. Bug, maybe?

    Here's a .capx, showcasing the first method I tried:

    drive.google.com/open

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  • You could use a Dictionary saved via LocalStorage.

    Can you please elaborate on what this means? Sorry, I'm still kinda new to C2.

  • Okay, so this is a little hard to explain, but I'll do my best. What I am attempting to do in my game is make a fake Windows Logon screen. I want the player to have to make a fake account with a locally-stored Username and Password to work as a sort of savegame system. I have already figured out how to have players input a Username and Password via a text box, then store that information using a global variable. I know how to test for this information with a system event. But, a problem occurs when another player wants to make a different account (or save file), and the new player's info gets stored in the same global variable. This overwrites the other player's account info completely, rendering this save method completely useless. Is there a way to save each set of account info under its own separate save slot? I feel like an array would be the best way to do this, yet I am not sure how this would work. Can someone please explain?

    Here's a link to capx file, just in case you don't understand: bit.ly/LogonFailCapx

  • 5 posts