lionz's Forum Posts

  • I can probably debug it, if you wanna share the project privately I am on discord ant#4434. You can't really complete the game with that kind of bug existing.

  • Put all objects in a family and do a for each family ordered ascending by Y move to top of layer. This uses their Y position so if the player is higher than the object they will go behind it and if lower then appear in front of it etc.

  • You've got a lot of function within function stuff there for just spawning an enemy hehe. Because it's in French also difficult to decipher but if it spawns the enemies on collision with the next zone I don't see why it would break.

  • This might be a bit obvious but I guess it's not really, check that you're not loading an old save slot or a different one to the one you are saving to. I can't guess where it would go wrong, if your enemies spawn based on logic that happens as you enter the next room. Is it a new layout? Show a screenshot of the spawning logic for the room.

  • If you cannot reproduce without doing a save/load then share the project file I am good at debugging.

  • You should check if the issue can happen without load/save feature by entering the room a bunch of times, then it is down to your own events. The load will load the game at the state it was when you saved, if you set the enemy variables later on then it should have no effect really.

  • It's not really limitations on the event sheet but the approach you've taken. You could have a global variable TutorialStep that increments each time. Then you can have one event that says 'if TutorialObject.ID = TutorialStep global var, then set text to TutorialObject.text'. So you're pulling the data from the picked TutorialObject when its own ID which you are already using (the TutorialStep instance var) matches the current global variable value to trigger it.

  • You can make use of system compare 2 values, layoutname = X

  • Difficult to tell if you're using it correctly, let's see the events

  • If you give the stat object the same behaviour it should move up and down in sync with the card below. There are probably lots of ways to do it. I didn't investigate enough to see exactly what would work. You could also try moving active cards onto their own layer that might give more control.

  • You can make use of conditions on the left 'audio is not playing', or audio is playing inverted (right click to invert). Then the click action does not happen until the previous audio has stopped.

  • The quick fix should be to move the stat objects onto their own layer or ensure they are always at the top of Z by moving to top of layer every tick. The issue is because the sin Z swapping will affect the whole card and anything pinned to it. If you select the stat object after you play the card you'll see its Z index is constantly changing.

  • It's too difficult to get to a point where you can reproduce the bug, better it is set up to show the bug.

  • Because you have no target before you fire the first time so your logic reads 0 = 0 which is true, and because it's running every tick it fires 30 a second

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  • Is it random gen or is each level the same? Your approach seems fine. You can use an array with a bunch of random data and make that data mean something in terms of obstacle type or number spawned. Then when you create the level you run through the array.