lionz's Forum Posts

  • Use a string variable on the door object that is the name of the room to go to. When you pick the door and press E you can go to door.variable.

  • My guess is - the sprite is at one of those Y values mentioned below. The event runs every tick which means it's going to continuously set a random angle until it moves away from those co-ords. I can't see any problem events apart from that. Since you are adding score also I guess this needs to be a trigger once event which would fix this problem and future problems with score - add a system > trigger once to those Y conditions on line 7 and 8.

  • First you should be careful about trying actions on unrelated objects as I don't think that would work properly, whatever you pick on the left needs to be on the right. A way to do this is to have a Timer (behaviour) on the object, play the notice animation and start a timer of 3 seconds. Then you can have object on timer finished, set animation to walking. This would pick the correct instance of the object and you also wouldn't need a system wait.

  • In same event on the left you can add a second condition "animation is playing", this will help you. So when you click, if a certain animation is playing you can set the new one.

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  • There are different approaches I guess but because it must also relate to a selection I would use a global variable for a position so it could be 0, 1 or 2. When you press down it adds 1 to variable, when you press up it subtracts 1 from variable, and another check would ensure it doesn't go below 0 or above 2.

    Then you could relate the variable to the position and also the menu to go to. If variable=0, set Y position so it is over NEW GAME, if var=1, set Y position so it is over CONTINUE etc.

    Then for going to next level you can say on enter button pressed, if variable = 0, start new game, if =1 load game, if =2 load options layout etc.

    An RPG is a big task though, maybe it's worth asking for help in a team assuming you are an artist. Good luck!

  • It's the same object? You could use the condition "animation is playing" so if "animation1" is playing when you click then set "animation2" and if "animation2" is playing then set "animation3"

  • You have opted to set the values in the array, the rows need to exist in the array already. You have to set the X of the array to 20 on the array object so there are 20 rows.

  • This sounds like your quest for organisation has become too convoluted. You could use one event sheet for the whole game it's not going to make a difference. Using as many event sheets as you're describing is unnecessary and not required. My tip would be don't do that. I think the intention of event sheets are to be per layout.

  • Yep moveto also an option. Also set angle toward player and 'move forward' works.

  • You can use a layout for all global events and include it in each layout's linked event sheet. On the layout's linked event sheet you could have specific events for that layout.

  • What did you try? You can set the enemy as a bullet that always sets angle of motion towards the player, or you can use pathfinding behaviour.

  • I don't know how else I can explain it, the array object called Array you have to set the X to a size that fits all your data

  • 1) no the initial size of the array object, you need to set its X to something greater than 5. you are probably setting values when no row exists

    2) you need to use on ajax 'on completed', then there is data to add to the array. edit: this didn't work? let's see the events with on completed.

  • 1) array needs to be the right size

    2) you probably deactivate the group before it has a change to grab the data since all those events are running in same tick

  • There ya go : dropbox.com/s/g6vk2edgy81lmrw/spritecoordinatearray_edited.c3p

    edit : ok I see you want to spawn the sprites instead of flash, well use my logic and instead use create sprite action and also an action of set ID to the tokenat value displayed in the condition at line 9