lionz's Forum Posts

  • Share ze file so I can debug

  • When they touch the object, disable the movement behaviour, then enable it again when you've set the new position.

  • On overlap ladder, set is_jumping to false

  • If you're dragging words then you can use drag drop behaviour and use 'on dropped' and overlapping the other object.

  • What do you mean? Please rephrase

  • The main problem I can see is that all the switcheroo stuff for player data you do with the activation of groups, it is running every tick, trigger once fair enough, but it can run before the AJAX on read event is true so you could be swapping blank data around before there is any data there. You should trigger the fin>score checks after AJAX on completed.

  • Let's see a screenshot of the events and default array settings, or the file please!

  • Great! Glad it's resolved.

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  • press F12 and then select Console tab

  • You confirm that the master array has data but the question is when does it have data? The values could be 0 in master when you are running that loop so it is copying 0 over to the other array. If image B works and adds 1 to your array which I expect it would then the issue is that the values in master array are 0 at the time you add them in image A.

  • Check the parallax settings of the layer that the clouds are on, if they differ then the clouds will scroll at a different rate or 'appear' to be in a different place.

  • System set timescale 0

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  • I don't see why that would be broken, share the file and let's have a look.

  • Without the trigger once it would spawn a lot of items anyway I guess. With the trigger once it could be fine but maybe if the item gets destroyed and the bool toggles then it will also spawn a lot of items. The fix kind of depends on the design of the game but you could add a check if player is overlapping the spawn point. You could also think about adding timer behaviour to the spawn point so each has their own timer and if player is overlapping it then it doesn't start counting.