lionz's Forum Posts

  • Yes lol, should've tried it before posting really

  • You didn't show enough events really so it's just guessing but maybe they are running at the same time. If two of the animation events are true and it tries to play both then it would appear like a frozen animation as you're describing. Better make sure only one event can be true.

  • Does the variable drop below 0 and keep subtracting? Are there any other animations set to play for that object?

  • You don't save it to local storage you use system 'save' which saves the state of the game and all objects

  • There is a download as JSON action. As for gathering data that's a bit beyond the basic game development, I guess you make use of AJAX plugin and server requests but I don't know much about it.

  • You can export as JSON format, is that good enough?

  • You need one knight object, with multiple instances. The skill is an instance variable that you edit.

  • Probably an order or timing issue, the value must not have changed at array 1 when you set it in array 2. Check the order of events. Debug it and see what value it thinks is at 2,3.

  • Probably missing a 'for each' and it is picking one instance. Difficult to confirm without screenshot of the events.

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  • I imagine the process to be like this :

    End of level, update stars value in the array for that level

    On map screen load, update all level images based on array data

    Another way to do it is to just use variables and use 'save' game to save the state of the game. You wouldn't need a global variable for each level, probably one track to track the current level and the stars obtained then when you return to the map you update the relevant level. Problem with this is that it is not permanently stored anywhere and it's hard to track if bugs occur, but you can give the level objects 'persist' behaviour so their variables remain the same.

  • Now I know what data you are storing it should be an array, you can link the levels to the array rows by instance variable.

  • I would first deal with the initial halt logic before trying to implement the knight detecting other knights. It's not as easy as it sounds to do this kind of stuff for multiple enemies, sure it will work perfectly for one instance but then seem to break when you add more. You have to ensure the picking logic is sound, I usually do this with functions and you can pass UID through this to ensure you are picking the correct sprite. When a knight reaches the end of the level you need to then pick all knights and stop them. If the other issue is that knights move with the move variables and override the general halt logic then you need to add another variable with a condition that makes sure this logic isnt used when everyone has stopped.

  • "For example, I have game level map layout, whith level numbers as well as level completion progress."

    This can be stored as global variables or in an array. If you need any other advice you should give more details about the game and what data you are storing.

  • You would set angle to angle+1 every tick, something like this. Or you can make it an animation.