lionz's Forum Posts

  • You put all the data into a spreadsheet file in the project and then with events you load the spreadsheet data into the array, using AJAX load from file.

  • Yes the array idea

  • If they are global they remain on every layout switch. If you mean create a new one every layout switch then you can take the logic from the red sheet for creating a barrier and add it to the other ones.

  • Not really sure how your game works but you have logic set up to create a new barrier only when you enter the red layout. If you run it in debug mode it does this, you can see it creates a new barrier and the barriers remain through each layout change because they are global. Beyond this I don't know how the game works :)

  • When you select the barrier objects, on the properties under the name there is a checkbox Global, you need to tick this.

  • If it is correctly set to global then it would not get destroyed when you leave a layout, it remains and you should see it. Check in debug view in case the object exists but is hidden. It could be an issue where the layers are different. Or if it is not working as expected you would have to share the file to debug it.

  • If you mean that you are going to another layout and returning and you want it to be there in the same place it was before, you can use something called Persist behaviour.

    If you mean staying in the same position and appearing in the next new layout you can give the object global properties, tick global on its settings, and it will remain in the same place and follow through to the next layout.

    What previous person is proposing is that you can store the co-ordinates of the object in an array or a variable and use these later to set the objects position but you will also need to create the object again when changing layout.

  • If you need that kind of constant tweaking help you may benefit from joining the discord discord.com/channels/116497549237551109/253490735268102144

  • Looks like the freeze is caused by the whiles so you can remove them as they are not necessary

  • You are calling the function a lot, like every tick. Think about where you want to call it I guess. Share the updated file.

  • When you call eat function you don't pass any parameters so it can't pick any movers. The movement function has these parameters so you can easily pick a mover. Within the eat function you need to add the condition 'pick mover where UID = UID parameter' once you have added the parameter.

  • You could put all objects that can be dragged in a family and say : mouse clicked on family, pick top instance (in z order) drag/drop. If you are just using one sprite object then no need for family, but I am guessing you have different things to drag.

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  • They have Persist behaviour? Or they are global?