lionz's Forum Posts

  • In the event when you collide with the object look at the actions, you are setting the position of the player. At this point you should be setting the variables to the position x and y of the player object to store them, you have it backwards.

  • The one I suggested should work, story1 is not visible

  • Because the first event only has the condition that you press space, you need to limit in some way like the others so it doesn't repeat that event. i.e. Story 1 is not visible

  • To keep the alarm clock destroyed give it the Persist behaviour. To change the location you can have something like on collision with alarm clock, set player X to global variable and set player Y to a second global variable. Then on start of layout you set the player position to gv1,gv2. The default values of the variables can be the expected starting position of the player.

  • Well it looks like there is a formatdialogue function that replaces INTERACTNAME with openables.interactname but the function doesn't have anything to pick what you interacted with. Somewhere down the line you lost the ID of the NPC. So it will always choose the one instance. Between functions the picked instances get lost, you have to send the ID through each time as a parameter.

  • Well it doesn't look like a beginner's project. What am I doing and where's the problem?

  • Nah that doesn't help I need to know where I'm looking in the game to test whatever the problem is. Better if you set up a room to test in that demonstrates the problem.

  • And where are we looking? It's quite a big project with lots of stuff

  • Please remove that wind effect from the project and reshare or share a screenshot of the events used.

  • Well if you're picking by position then even more of a reason to use a variable because you can have 3 symbols on one line with the same variable and the variable relates to the win line. So in the screenshot you're creating a symbol at 88,230, if that's position 2 then give it variable=2.

  • You could always give Symbol1 an instance variable and so when it's created in that particular event in the screenshot set the variable to something unique. Then in a different function you can use the variable to pick right instances.

  • The number of coins is a global variable that you add to. If you give the coins the Persist behaviour then they will remain destroyed when you replay the level. I don't think you need an array.

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  • Cannot open the file as there is some kind of add on. My guess is the issue is picking, you need to pick the correct trashcan with conditions then the actions will choose that instance.

  • If they are different objects then the event is 'sprite on clicked' : system go to layout. You need to add the Mouse object to the project for on clicked events.

  • The reason this is happening is because of the way Construct runs events top to bottom and it all happens very quickly in the same tick. So when you click on Base2 and create Base, actually it is created in time to be true for the event below so then it is like you are clicking on Base. You could probably add a short wait between destroy and create actions (the wait you have is in the wrong place) and then it should work.