lionz's Forum Posts

  • Well technically you can use vent UID is not the one collided with, but that's not the problem, if you can't get it to work with a variable then it's the event structure so please share a screenshot.

  • I don't know how your game works but in general you can toggle a variable on the vent so it is different from the others and won't be picked when you a picking a random instance.

  • On the collision top event you can add an action to change a variable on that one vent, then when you pick a random instance later on you can say pick a random instance that doesn't have that variable set i.e. it will not choose the one you collided with. You could use where ventopen=0 but I don't know how exclusive that variable is and how it is used so you can always add another one for this pick event.

  • When you collide with the vent you narrow it to only that instance for future conditions and actions in that event. You could add a 'pick all vent' sub-condition BEFORE the pick random instance which opens them all up again to be picked. There are also other options such as running a function which inside the function picks a random instance (functions start again with no picked instances).

  • The action where you change the variable, you do the relevant actions at that point

  • Use a loop - for 1 to array.width, add arr_levels.at(loopindex,1) to a local variable.

  • That one above is system compare two values

  • in an expression you would use player.platform.stat

  • No problem, good luck :)

  • Problems arise if there are no waits anywhere in these functions, if you send a signal and wait for signal within the same tick I've seen issues. Using 'wait for previous actions to complete' under some of the actions has also resolved this issue for me as I think that possibly waits for next tick.

  • - The enemy does not have a box like the player so you need to change the collision box of the enemy, open the image editor and have a look at its shape, you should change it to a box

    - Change initial animation to 'idle' in properties of the player

  • Do you mean you are using signal and wait for signal within the same function?

  • What you're looking for is system save where it simply saved the current state of the game and at a different time you can load it again with system action. So that objects keep their state whether they are destroyed or not when you return to a layout you need to give the objects 'Persist' behaviour.

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  • What do you need help with?

  • I read this story over and over and I still don't understand it, you're describing too many things we can't see. What do you need help with?