lionz's Forum Posts

  • nice! :)

  • It's not working from your file either IF you have no save data so that's the problem. You have no logic for when a brand new user clicks on Play, you need some events that detect if there is a save game and load it but if not then start a new game.

    You can check out this tutorial : construct.net/en/tutorials/savegames-11

    In there it details the method normally used where if the player saves the game at any point you can save a local storage key. Then on your first game screen you first check if the local storage key exists (means they have a save game) then you enable a continue button and clicking this will load the save slot. If the key does not exist this means they are a new player and the only option would be to start a new game.

  • Going to need a bit more information to go off ya

  • Is the scroll to disabling ? It could be a problem with event sheet, if the sheet is not linked to the layout in properties then the events will not be seen/read. Because you said 'another layout' it could be that this next layout is not hooked up to the sheet.

    If the sheet is assigned as expected then look for multiple sheets that work with that layout and see if you have other events that enable the 8 direction back again and are being triggered.

  • Do you mean you are looking for testers ? as that's how it's worded. Or what do you need help with ?

  • It depends on how you've implemented the floors to begin with and also what kind of data is stored in a 'floor'. Assuming you've not made the floors yet, you could use an approach with instance variables, for example different variables for each floor 1,2,3,4.

    For 1) then you can say e.g. if 2 is clicked/removed, set 2 to the value in 3, set 3 to the value in 4 and set 4 to <empty> etc

    for 2) e.g. if 2 is clicked and 'occupied', then you check if 3 is 'empty', if so you set 3 to the value of 2, and set 2 to the new value. if 3 is 'occupied' then do nothing.

    Another approach especially if it is going to have a crazy amount of floors or it is going to be only a single tower in the game then it might be better to use an array, for 1) if you delete a row, the others shift down automatically, for 2) you can check the next room etc as mentioned above.

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  • Seems you would mimic the Active Player group like where you roll a 6 ? this repeats the turn for the same player. So if they answer the quiz correctly then you run this same logic again that keeps the player the same and releases the dice to be rolled.

  • It would be some logic like when you click on an item to pick up, go with array events for each x,y - if value= nada, stop the loop and set curx,cury to item name / animation name. Will replace the first nada (empty slot) with the item.

  • I don't see a tag condition for solid behaviour, I usually go for an instance variable to pick out the enemy.

  • You would need to add the Mouse or Touch object depending if it's web or mobile, then you create events like 'On sprite clicked' or 'On sprite tapped' and it becomes like a button.

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  • It's what I described above, you are setting the variable to 1 or 2 instantly, not 100. So then you can click on the background again with the variable set to 1 or 2 which triggers those conditions. You should use a different variable for locking out clicks, not the same variable that you are changing for the questions - this will be an additional condition, so QuestionActive=? and also CanClick=? which you toggle on and off.

  • Guessing you mean the question active variable, when you tap and set it from 0 to 1 it means within the same tap the next event can run because you made it true by setting it to 1. Not sure of the reason for the variable but that's probably why it lets you click the next panel. Consider using a general lock out variable that swaps only between 2 values to lock out the tapping.

  • I'll give a general idea as it's a lot of code but you should store the active spell name or some kind of global var so you know you have something equipped, you may already have this then ok. When you select an active spell, if there already is one, you need logic to delete the old one unless adding the new one does this already, then having stored the name of the old active spell you can run the loot pick up function on it as though you are picking it up again so it will add to inventory - or clone the inventory item pick up function with aspects of it you want to keep and call it a spell swap function.

  • The issue as I understood it is that he clicks to create a tower then the second event also rotates the tower once as it is created which he doesn't want. The solution I gave is to create a stamped variable so only when it is created and stamped then it can be rotated i.e. not on the click where you spawn the tower, but on future clicks.

    The mouse button release also works because if you click to create a tower, it can't be rotated until you click a second time which is another solution to that problem. Family though cannot work for the reasons I mentioned, the black square is not a tower and it affects future events much like if you added the player to an enemies family.