lionz's Forum Posts

  • Okay, you said the problem was with the width event. The timer issue is because you don't pick an instance again in the timer function, so it picks all of them. You need to specify which instance you want to restart the timer, possibly by picking one the player is overlapping or again nearest to.

  • please share the events and the outcome (game window showing the problem)

  • Should work :) try picking the bar on the left instead of the mineral anyway since you are essentially finding the nearest bar, but if they are in a container it should still work.

  • Shouldnt your width condition be pick nearest mineral to character, why is it picking the nearest to itself? Either way you would add a 'for each' character.

  • When you haven't picked the instance then it will pick all. Looks like you are picking one object with conditions then applying it to a different unrelated object with the action. When you want to pick a specific instance of an object to destroy you need to pick it in some way. When you pick the green thing then apply actions to the mineral they aren't related.

  • To resolve the game layout you can use either global variables which are good for player stats as they are preserved between layouts, or you can use persist behaviour on objects which means when you return they keep their variables, position and such. You don't need to save the game then reload it between layouts.

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  • Can't really open it as construct 2 and argh plugins, but what is 'they' when you say they reset? A layout can reset without loading a save file, there should be a way to do what you are trying without save/load.

  • We would need the photos of the events otherwise there is nothing to help with here. Creating an object at random is fairly simple though, you can create an object at an x,y co-ordinate and for the value you can put random(x,y) which chooses a value in a range.

  • It is not normal to go to a shop then after exiting load a previous save, doesn't make too much sense, but I can't see how your game works or why you would add this. You should be able to go to the shop and back to the game without doing any of this save/load

  • You should add an event 'pulse is not overlapping marble' and use action 'stop animation'

  • Why do you need to load an old save when returning from the shop? You can save to the same save file after the shop.

  • You can set some kind of state for the player with a variable, when enemy has line of sight switch it on and when no line of sight then switch off. When it's on have him chase the player etc

  • Hundreds of objects can be an issue as each one has their own separate graphics. You're referring to 100,000 instances which might be fine, depends on the number of objects.

  • Add to the top conditions another system condition 'for each enemy'

  • If you have 200-300 objects in a menu then you're doing it wrong