lionz's Forum Posts

  • > Save and load yes.

    Thanks for the answer. This makes me happy because Save & Load seems easier to me than Local Storage. So, when the value of one of the variables changes, I can save it using Save & Load?

    The save game will save the state of the game including all variables, like an old school save where I am and then load the game where I am, and this has always been fine for me. I may use local storage keys only for tracking for example you could determine if the user has saved before by saying 'does a local storage key exist'. Maybe local storage is used for saving and uploading data to servers though I've never tried it.

  • I think both caused by the same issue your walk animation has frames of different sizes means that when you are walking sometimes you are falling, when falling the jump won't work, and also it tries to play walk and fall animation at the same time which is the reason for the animation speed effect. What people usually do is have an invisible player box for all the platform stuff, then the animation object is only for animations and pinned to the player box, try this!

  • Save and load yes.

  • You need an 'on item get' then 'check item exists', then you can use the on item exists condition. I think you are missing this beforehand. But even with this, your id exists actions don't go anywhere except to Start layout, so on that first event in the previous screenshot you need to add an action to go somewhere else other than Start.

  • What outcome are you expecting ? Also I just noticed the condition says less than 0 so what is id variable default value ? and also that event seems unnecessary in general ?

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  • 'get' triggers even if it's missing, I think you are using 'get' when you mean to use 'exists'.

  • Commonly, are you sure about that ? Every game i've played snaps to a landscape mode on one side and can't be changed.

  • What I mean is no it's not possible on Construct 2, but with Construct 3 it is

  • If you use Construct 3 then should be no problem

  • if you mean with the turret behaviour I don't think it's sophisticated enough to do this because it picks all objects, but you can always make your own turret that fires bullets at an angle towards objects, and then you can use variable conditions

  • Wait for the user to realise hey I am holding the phone upside down, and then they turn it the right way

  • Use a global variable. Those eventID parameters don't relate

  • I cleaned it up and sorted it for you. Tbh the main problem was that you are referencing storeItem then creating storeItems and it gets confusing because on your 'destroy' event you destroy the original storeItem and it doesn't know what to do. So here I added a separate reference object called storeItem_ref

    dropbox.com/scl/fi/9eso4ul7rjdhx268vttjr/Grid-Slide_edited.c3p

    I also created a second option where it doesn't use a second object as maybe it's awkward to keep matching them with animations so this instead spawns tiles and destroys ones later that don't belong based on frame

    dropbox.com/scl/fi/ijmq8brajlwzlo8uy2lk2/Grid-Slide_edited2.c3p

  • Hmm the logic seems reasonable. Maybe because you have them in different event sheets so they are not being read ?