lionz's Forum Posts

  • can you show us what the array looks like in debug view runtime? thanks

  • Create the sprite first then open the image editor and you can import the images as animation frames of that object

  • I'm not a fan of "trigger once" condition, don't use it if there are multiple instances of objects that could be overlapping.

    So what is your suggested fix for the above?

  • For the event 'not overlapping terrain set max speed 50' add a system trigger once condition to the block.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • For me your array is backwards on how I usually do it but if it was reversed this is how I would do it. Also we don't know the size of the second array and if the line is being pushed to empty or already populated so you can use the width, or in your case height.

    Push arraywords.at(loopindex,0) to arrayresult

    Arrayresult set at x,y , x=arrayresult.width-1,y=1,value=arraywords.at(loopindex,1)

    Arrayresult set at x,y , x=arrayresult.width-1,y=2,value=arraywords.at(loopindex,2)

    etc

    I guess reverse x,y for how your array is set up and use height.

  • Let's see the actual event sheet, and also is it actually loading i.e. is the key press condition correct and working?

  • How would I take a bunch of sprite objects and have them listed out for a search, but also be able to have those objects not pop up if the variable for how many of a given object you own is 0 without having any gaps between anything?

    what ?

  • Right I see it's because you need to use array.at instead of indexof since we are pulling the value now.

  • I wouldn't set the secondID in the function but again have this as set in the editor. Then you know it is correct for the following events in the function. Also check the array in debug to see if the items are in the correct place.

  • You should already have the events from the PC version so you can add an OR in the condition and say 'on object tapped'.

  • You can't get remote preview to work? OK send the file I will test it out.

  • Instead of using the slot IID to track its 'ID', use an instance variable on the slot that is set in the editor beforehand that is used to match the co-ord from the array, then only put items in the array not numbers, for testing filling with 1,2,3 can be confusing so use 'sword' 'potion' or whatever.

    So in bag 1 the slot.ID for the 3 slots can be 1 2 and 3, and they read from x=1, 2 and 3 in the array. To 'fill' or assign an item to the slot you can use a string variable on the slot like itemname and it reads from the array indexof(slot.ID) which should be an item.

  • Hmm then I guess you save each dictionary item into local storage under a key and load it at start of game. Rather than have separate ones you might be able to use an array to pull values from cells which can be saved as one item in json format.

  • Depends what the mix up is, but since you previously used local storage to save/load values into variables then using save game should be more simpler now as it saves all variables in one go. Are the default values wrong?

  • You can use 'save' action, check this out construct.net/en/tutorials/savegames-11