lionz's Forum Posts

  • And what's the problem?

  • That would be my approach based on what you described about using a door to stop them, but I don't know the intricacies of the game design.

  • Sounds like you would need 70 with the variable. My best approach would be to focus on the item/room and only allow objects to pathfind to it if their variable matches the variable of the item/room.

  • As above then, make them separate objects which is the norm. Or change a variable on the item to give illusion that the door is locked.

  • I can't see exactly how your game works and how important doors are. Is there only one door to an object? If so you could give an illusion of doors being locked while pathfinding to an object that is not available. Also if the ally and enemy are separate objects then it should be easy to resolve.

  • When they're created they take the values from the instance in the layout with the lowest UID, the oldest one you created.

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  • Yes global is for the object itself. If you want some instances to appear and some not then set an instance variable with two different values to distinguish.

  • I think with a global layer you set it up beforehand, you don't create things on it during runtime to 'make them global' as you're describing. So you could create a HUD UI in the editor and then it's global on all layouts.

    The object is global, why do you need some instances global and some not? I would use different objects.

  • If timer is 0, trigger once, add 1 to question number.

    if player answers question, set timer to 0.

  • What I mean is it's not all the important events that we need to see, even the start of this one. Is it running every tick? If so the wait won't work properly. Check in debug view if it's adding to the variable at the wrong time.

  • On the load complete event, add a short wait before you add to the variable.

  • I need to see the rest of the events, when you die what happens?

  • You have to save again after you load and increase the variable. Sounds strange but otherwise it would keep loading old data.

  • Do you mean load like you are loading a save game?

  • This isn't all the events. They shouldn't be answering it during the wait so make sure the timer has finished before the wait and they cannot answer anything. Even if 1 second to go before the wait it should be fine? I also don't see a variable set, it is good to lock out player input with a variable so you know when they can and cannot do something like answer the question.