lionz's Forum Posts

  • You didn't need to delete the instance variable though...revert those changes if you can so you return to your normal events. Replace the instance variable food with the global variable in events as you go.

  • No you just need them somewhere in the project and it's fine. You replaced the instance variable on player with the global so it should be working now?

  • Probably better not to use persist behaviour on the player, although you can make him global in properties. Easiest way though is to make the hp a global variable, you can change it and it keeps its state between layouts!

  • Instance variable will reset when instance is created on start of layout. You can make it 'Persist'. Or you can use a global variable for HP which is usual and remains the same across layouts.

  • If it's in the current layout you should also restart layout.

  • use the platform set disabled action

  • It's because you're using move to direct which doesn't take into account any solids. You should continue using pathfinding and find a path to the player, not move to. Although there is a pathfinding action under move to which might work but I've never tried it, it's fairly new.

  • In your original post you said the problem was seeing them with LOS through solid objects. You said the walking around them (pathfinding behaviour) is working as expected, I don't see why this would change now. If the pathfinding behaviour has obstacles set to solid then it will set a path around those obstacles.

  • Not sure what you mean, an object cannot be custom. The obstacles mentioned should be solid. I said to set the line of sight behaviour to detect custom obstacles instead of solids, this removes the solids as obstacles and the enemy can then see through them.

  • Instead of insert use 'push' to the back of the array, back is default anyway.

  • Add system > trigger once while true

  • Says access denied on those images

  • You didn't mention how you are adding the elements into the array. Posting a screenshot of the events will help and show what is wrong and what you are expecting to happen.

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  • You can either have a global variable that adds 1 every time you collect an item. Then say when global variable is 20, play the sound. Or you can count how many items are in the level, which is items.count and set this to a variable, when the variable is 0 that means no items remaining and you can play the sound.

  • The pathfinding behaviour should still be detecting solid as obstacles and walking around them, I don't see why that would change.