lionz's Forum Posts

  • On start of layout you can set 2 instance variables on the player object to the player object's x and y position and then set these when you want.

  • Can I get some more info on the gameplay, not everyone has played that game. In general to access certain letters in text you use the tokenat expression, or you can just play sounds on key press.

  • I don't see a need to post it, you have events on one event sheet split into groups. You just need to remember to assign the event sheet to each layout you add.

  • It's probably that the movement logic for the player isn't linked to the layout? The layout should be using the event sheet with the logic on, it might not be using any event sheet if you know where that option is.

  • Check it in what sense ?

  • try on start of layout : player set health

  • It's working but your array isn't big enough, when you use 'set' then the array row or column must already exist. A width of 6 can only fit 6 items for example.

  • Why are you trying to export it as a signed release apk?

  • Not sure exactly what you mean with the question but you can pick the first door by saying player is overlapping door, and you can pick the second door when you have used the instance variable and set position to it.

  • Hiya you are looking for the 'Persist' behaviour. Add this to the collectable object and they remain destroyed when you return to the layout.

  • Without seeing the events can only guess you are missing a 'for each enemy' in the condition.

  • Do you have just one sprite? Otherwise it doesn't know which one to pick and you must specify on end of layout.

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  • What is locx and locy that you're comparing to? What are their values? Assuming they are set somewhere and correct, maybe check the array itself. The screenshot is of the array file and not the array, did you add the data to the array correctly during runtime?

  • A container is where individual objects are linked as one object, so when you create the base, it creates everything else too. Then when you reference the objects it knows automatically which base or head is linked to it because they are in a container. Only possible problem is if you destroy one of the objects then they are all destroyed. Even if it were to be unpredictable I would go with several animations that you can choose at random, it has to be easier than trying to animate these connected sprites.

  • I mean it looks interesting and all that but generally this would just be one sprite with an animation rather than lots of sprites pinned together in a rope style, is there a need to do that? The bones are going to be hit separately in the game? If you need to link the other objects to the base in some way you can assign them a variable with matching values, or you can add the base and head to a container where they are automatically linked and created but this might not be useful if you are creating extra objects and you want them to be destroyed separately.