lionz's Forum Posts

  • Looks like CRAP. Hehe, hope it is going well.

  • Just change it to ShadowBall on collision with Enemies > Subtract 5 from Live. That's all you need.

  • Yep, animations are your friend here.

  • When you pin you can choose to to take the angle of the object or the position. i.e. the pinned object does not rotate with the object it is pinned to. You can use set position to an object also. I have to guess what you are trying to do though, it's not really clear.

  • You can use the Pin behaviour which pins the object to the player. https://www.scirra.com/manual/99/pin

  • I've created something general here in 2 events without using an array, although your array idea seems reasonable. https://www.dropbox.com/s/irmajka5z3ihj ... .capx?dl=0

    You add more enemies to the game, you don't need to change anything. The only extra logic required is how and when you change the min and max probability values in the game, but yeah you said they are based on various things so I assume this will be some kind of calculation.

  • You give it 8-direction behaviour, you don't need to 'use' it for movement though, just assign it to the object.

  • What doubts? Did you try it?

  • You can use the system save game to slot event that will store an image of the game and the state it's in at the point of saving including the state of the destroyed objects. I don't see what your problem is with using local storage though, if you are already using it.

  • You're not supposed to, the cell border should really be the same throughout the game for all objects .

  • If you move the 'for each' above the Player condition you'll find it is working.

  • Use the cell border property. It's all here https://www.scirra.com/manual/154/pathfinding

  • To pick in this scenario you need to add a system 'For Each' House condition, otherwise the picked House is always the first instance. What it's doing is moving you in front of the first instance of House every time, even if you are positioned over a different House and won't see it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This is why I rarely make example capx for people because it's better to do and understand what is going on. Assuming that in this game you know where you are going to appear on each layout, you set up buddy portals. So Foyer portal that leads to Foyer A has the same curPortal ID. When you collide with Foyer portal where ID=2, you spawn in Foyer A at portal where ID=2. In terms of the exact positioning of the player then yes you could do what you were doing with the direction variable. If it's a door where the player appears on the right, you set the portal up with variable that positions the player at portal.x+25. If it's a door where you appear below then you set it up with the variable that positions player at portal.y+25.

  • Yeah I checked the simple one before I posted. The simple game ensures that there is always a portal on screen that is equal to curPortal. Your game does not. You are setting curPortal to either 2, -2, 1 or -1. Maybe you are trying to add and subtract from curPortal instead of setting it? I dunno, but the point is your game looks more like a buddy system. You can only set the position of the player if a portal ID = curPortal. So in Foyer A it is looking for a portal where the Id = curPortal, however curPortal is 2, and the ID of the only portal in the level is 4. The simple game does not have these declarations for setting curPortal to one of 4 values so it's really about what you were trying to achieve with those events.