Ah ok I see. I thought you were saying that the zeroes were unexpected. Resolved above then ^^
No problem! Just to clarify again it knows which instance of Home to use because of the conditions on the left. In Construct you can narrow down picked instances with conditions on the left. If you don't narrow it down then it picks the single instance with the lowest UID. You can also use 'for each' instances to run actions for every instance.
On the action you use system 'set value' and you should be able to use Home.x or Home.y
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That looks correct, are you sure the values at array1.x=0 are not actually 0? Let's see a screenshot of array 1.
If you use the condition 'player is overlapping home' then it 'picks' the correct home object. Then with the actions on the right you can happily set the global variables to home.x and home.y.
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Saving on suspended or when the app is exiting sounds risky. I guess just autosave after each important step of the puzzle so you can restore it.
"When they come back to the game it will restart and go back to the menu." What does this mean? What kind of game is it and what are you trying to save, does your game need to be saving every 10 seconds?
Fair enough, it looks fine at about 18 seconds in the video but elsewhere the wall jump is overruling it because of the conflicting code about having walls to the left and right. The looping is fixed though which is all I was trying to resolve haha
But your latest video doesn't show the 'error' which is the animation looping, so it's fixed? :)
Ifs are 'conditions' in Construct, they appear on the left, press C to add one to an event such as 'variable = 5' meaning if variable = 5 then do something (the action on the right).
construct.net/en/make-games/manuals/construct-3/project-primitives/events/conditions
You can store the tilemap position as JSON. Download as a file and you get a string which is the mapping for the tiles. You can then load this on the tilemap object using events! If you mean the tileset and not the positioning then you can use the load image from URL action which should help load a different tile image.
Ok great
The logic you've put there is correct so let's see the structure in the event sheet if it's not working