lionz's Forum Posts

  • You know the design of the game but I don't know so i'm not sure what the clicking of the placeholder squares is meant to do across the different bars. Global variables are for setting values used throughout the game such as player hp. You can use these for player upgrades, one for left and one for right

  • Just if it's moving left or right set to a 1 or 0, something like that

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  • Are you using simulate control on platform behaviour? There isn't a condition 'is moving in a direction' but you can set a variable on the enemy to track it, when you use the simulate control actions, and based on that variable you can mirror.

  • Hmm with the file I'm still not quite sure because it's in a test state. It seems to be very visual though relying on objects. You could use global variables to determine if something is equipped on the left or right of the player. And then you can use another variable for type, so equippedleft=Claw, equippedright=Claw etc. I don't quite understand the interface and the clicking and equipping but I would use variables anyway.

  • Weapon equip should be really simple. I looked at the screenshots and events and still don't know what's going on really. Better to send the project file or explain how the system works and can come up with a better way of implementing it.

  • Looks interesting :) I love Construct games that make it on to Steam, good luck with it!

  • It's the image point on the log...you probably could've tried that before posting lol

  • Where's the question?

  • Cannot see the image you mentioned but you can press S to create a sub event.

  • Partners? Looks quirky

  • Without looking at the file I'm going to guess you've done for each row of the array if you find a 1 delete it, the problem with deleting a row is it moves the positions of the array so say you find a 1 at row 6 and delete it, the next row you would check would be row 7, this is now row 6 because it moved down, therefore it will seem to skip some 1s. If this isn't the problem then I can check the file later.

  • When the cables and relays have the data required, the order in a sequence and linked to a generator I don't see the issue. You remove a cable, you gather its order and linked generator, then every cable with the same generator ID after it is switched off. You don't need a function, you run these actions on cable removed by whatever method.

    You don't need to use functions here imo or any overlap checks. When you create a cable, you take its start point gen ID, this could be from a generator or relay, and on the destination point, you then create the cable and assign that gen ID to the destination whether it is a relay or machine. Also taking into account the number in the sequence since that matters as you have a mechanic where you can remove cables.

  • From my file remove the trigger once from the first few events

  • You would use the system save/load actions to do the actual saving and loading, but to determine if a save slot is in use you would use extra data like variables saved into local storage and depending on their value, the player has saved the game or is yet to use it. You can also save other data like the player name or score or number of collected items to display on the save slot screen.