lionz's Forum Posts

  • You should be using system save when you return to the level select screen

  • You add the keyboard object and use 'On key pressed', does that resolve it or were you wanting something else?

  • If 'timer' is a global variable then I'm not sure how it can revert to a 25 unless you set it to this on start of layout. Just use on start of layout set global variable 'timer' to a value, should be fine.

  • What are you using for the 'timer', every X seconds?

  • Our arena wave game is starting up, decent progress in a few days. We hope to release on Steam. You jump out of the pod in the middle and move a little guy around to pick up upgraded weapons.

  • Female_main set position to an object (player), then pin

  • Too late, it's past your deadline now :P

    You can upload C3 file to dropbox and create a share link or something like this.

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  • You activate and deactivate groups with their name. I don't think it has any other use?

  • I fixed it up a bit as I realised I needed to make it suit all scenarios in the game. I've made it so it doesn't add moves if you're pushing a block or against a wall, and also sorted a bug out where you could spam keyboard presses for multiple moves.

    dropbox.com/s/mt7ns70vmkehcuo/move_push2.c3p

  • So there's no problem going against the wall, I would revert back to the original logic. Looks like the bug is because it disables the solid behaviour on the blue box but enables it again in the same tick so in this time you are counted as moving.

    Try this method instead of enable/disable solid, use the grid position of the blue box as a condition and say if on pressing left and grid position of blue is not grid position of player-1 then move or add to moves etc. Another method is to use 'can move in direction' but make sure its 5 pixels or more because of what you've done with the collision boxes.

  • Well you would do add 1 move and 1 push in the first block so it does count the move, anywhere you simulate the tile movement. I don't understand why it's adding the move against a wall because you are not moving if it's solid and you can't move into that space. Share the file.

  • What you're trying to do should work technically so I'm not sure what's gone wrong with your level. However for safety you don't need to use 'is moving trigger once', you know that when you simulate the player left/right in the other logic that this is a move so you can add to the variable there.

  • The norm would be to create an animation I guess if it moves in a unique way. But nothing wrong with using scale or something else to mimic button pressed states.

  • You use the id variable you've set up, so you search for all sprites that are Y=300 and then check the Y of sprites where id is sprite.id-1 and sprite.id+1, the ones on either side. If both of those values are 400 then true and spawn the new sprite.

  • What are you trying to accomplish here? It sounds like the cubes overlap across x because they're 80 wide but can be only 10 distance from each other, but the Y you want to build a cube 200 above but the height is only 120 so there will be gaps?