lionz's Forum Posts

  • Ah ok it had no event sheet assigned that also makes sense, think someone would've worked it out if you shared it but that's good you solved it yourself well done :)

  • Instead of Persist you are probably looking for global items or a global layer. This way the objects would continue between layouts. The global layer is more for a HUD or UI if the inventory acts like this. Making the inventory slots themselves 'global' by ticking the box in the properties means they will travel between layouts. Don't use both the layer and global object, pick one style.

    In general though you should be using Arrays. There is a tutorial here although it might be a bit scary to look at if you are new to them. construct.net/en/tutorials/building-rpg-style-inventory-2499/programming-inventory-setup-4

    Think of the array like a list or table of items and the rows are slots for storing them, columns would be data related to the item like name or amount. It gives you less of a physical style inventory and more of a storage that you can manipulate with events, you have more control with that.

  • Under tutorials section there is something but essentially you can use system 'save' and 'load' which is just like a save slot, and for example the user's highest ever score would be stored in some global variables.

    Whenever a player finishes a game, with events you could compare the end score variable that you have now with their high score variable and if the new one is faster then update the high score variables, and then 'save' to a save slot. Whenever the user launches the game again you 'load' from the save slot.

    Or you can save the score to local storage, this is like saving and loading single data rather than the full game. The method depends on what is more useful for your type of game.

  • No problem. Local storage (or save/load game) you would need to use if you were saving the user's high score for the next time they launch the game/app.

  • Replace the local variables with global variables. When the game ends and the variables stop increasing you have the data saved in global variables. The set text action would instead use the global variables and you can display the end time on any layout.

  • That is strange. Only thing to do is share a link to project file so someone can take a look.

  • Your go to layout action is disabled though, you know this right?

  • So tween didn't end yet? Let's see the other events for tween?

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  • Are you referring to a plugin of some kind? Check for a condition 'on tween end' then go to layout.

  • Yes it's object.count use this

  • I've seen problems reported before on returning pickedcount=0 actually, try it the opposite way I mentioned with a total set to yes for total number of pieces and see if that works better.

  • What do you need help with?

  • If you add 'system for each instance' to your can move checks then this could work but you might not have too much control over it. During such checks change a variable on that instance, so let's say variable1=yes if it can move and variable1=no if it cannot move. This would be updated throughout the game I imagine and allow you to see what can and cannot move.

    For the game end functionality, try system for each instance where variable1=yes. Then on the actions set a global variable to object.pickedcount. That variable value will be the number of instances that can still move, if it's 0 then that means none of them can move.

    Of course you can do this the opposite way if the total number of instances is known you can check where variable1=no and check that object.pickedcount is equal to the total number of instances.

  • I did this by using a Sprite with Scroll To Behaviour, then set it to mouse position every 0.1 seconds, of course you could adjust the time.

  • What have you tried so far? And what type of game is it and what is the perspective of the game? Did you manage to get a pet following the player?