lionz's Forum Posts

  • There's vector on the platform behaviour that moves an object like a push or jump depending on x or y.

  • Using global variables solves this problem, it keeps the value. Better to use this for player stats than instance variables on the object. Even if you kept the instance variables on player, the only way I can see to solve this is to store the bullets as a global variable anyway and then apply it to the new player object, so might as well use globals!

  • There is a 'pick nearest' condition on the object, did you try this?

  • When you signal "Grow" it picks all vines. How I approach this is to give the berry and vine instance variables like ID numbers. Then when the berry is in the place, you pick the vine that matches the ID of the berry and grow it. Another way is to not use wait for signal but call a function with the correct vine's UID and send it through as a parameter to grow that particular vine. However you do it, you need to specify or pick the vine and apply the grow mechanic to that vine.

  • I'm pretty sure it snaps to whole numbers by default, not sure what you're doing?

  • Did you make that logic? You should know how to solve this if you made it, I tried to work it out and it alters your position variable when you hold a key down it allows you to place on the position held by the player, so you need to work out when that is happening and disable the space or shift key.

  • Take the logic out of the every X seconds. You need to pick all pistols so use 'for each pistol' to compare if the X is greater or less than player.

  • You can use a global variable.

    Then on enemy destroyed > set global variable to 200 (or do whatever you want with it for the next enemy).

    Then on enemy created > set hp to global variable.

  • System On load failed : go to stage 1

  • 11 should display the mapping for 1 twice. Is the object wide enough to display 2 characters?

  • Have you set a return value in a function that is return type None?

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  • When you use system save that is enough to save the state of the game to a slot. Local storage you use to save individual data like a key or variable.

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  • There are a lot of assumptions here but yeah the issue is probably with adding waits inside your functions, not with the way you're including a global event sheet into other layouts.