lionz's Forum Posts

  • I don't really trust the overlapping condition with trigger once, try instead player on collision with items and a trigger once not required. If nth instance doesn't work try 'pick top instance'.

    If it still doesn't work please then share a screenshot of the events as I want to see the structure and what objects were used etc

  • It means the objects are set to global or that they are on a global layer

  • In the image editor make sure the collision box is a box shape, probably the collision has a custom shape from when you imported the animations but it should be a box. Also check the collision box on the environment object.

  • As far as I know there should be no effect on performance with stretching the tiled background out across the layout.

  • If you use Shuffle then this should be easy, just start from the first row and work your way down. If it's a more permanent kind of storage you are looking for like if a player is collecting things then you can use two arrays, delete from the first one and move to the second one.

  • Sounds like a crash ? You could maybe enter a bug here github.com/Scirra/Construct-bugs/issues

  • Think of it like an excel spreadsheet, your items are stored as a list of rows with each column having the different stats per item. When you search for 'Armor' you are locating a cell that has 'Armor', once found you are at an x,y. To find the other stats for that item you use that row (current X) and adjust the current Y to go to each column across the row.

  • Where you have curY it should be curX for the row.

  • Right ok thanks makes sense it is in the description just not in the game yet. I would add the tutorial in the game asap since you can't progress without it and seems to be a main feature. Also since you always need to use this jump I think it's a little fiddly on the other button maybe you can use S for this.

  • You have set up the saved items but you will also need to create the logic for spawning, which means checking and using the array, so do post here again if you have any trouble with that.

  • That looks right. Btw just in case you are just trying to create a save game here there is a simple option of system 'save'.

  • push back inserts a new row at the bottom of the array, which is what you need here, but it doesn't set all the values, instead you would see armor.x,armor.x,armor.x. So to set the Y and Z in columns 1 and 2, they are using set at X,Y.

    self.width is the number of rows and since the rows likely start at 0 index it needs to be self.width-1, basically self.width-1 is the number of the bottom row, the one you just added.

    So the logic above is saying - insert a new row (push back a value) which sets (new row,0) to armor.x, then set (new row,1) to Y and (new row,2) to Z.

  • Maybe it's just me but the wall jumping seems to be off, I can't get past the second jump

  • When the distance between the player and enemy is low less than 85, the enemy still has line of sight of the player so the first event will keep running. Maybe use a variable on the enemy to distinguish between walk and attack.

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  • If freezing and continuing from where the game was ruins the gameplay in some way then store the outcome and display it to the user when they return, like the game is over and here is the result.