lionz's Forum Posts

  • There is nothing in Foyer A or Foyer B that matches the ID so it doesn't really set a position for the player. When you go to Foyer A, the ID of the portal is 4, but the one in Foyer is 2. The way the picking works in this is that the portal you exit from in Foyer has the same ID as the one you arrive in in Foyer A.

    To call me btw you use like Milanbaudelaire, then I get a notification, thanks.

  • Edit: I just had a proper look, I see the names in the game don't correspond with the names in the post. Your problem is that you asked it to go to FoyerB when it has a space as Foyer B. Same for the other one. FoyerA instead of Foyer A.

  • That's a caproj, you'll have to make it a capx.

  • It's because of Construct's top down structure so every event becomes true for one click if they have enough money. You can add a short wait of 0.1 seconds in, before you set the upgrade variable.

  • You can use the choose command where you pick a number and that number relates to a sprite. So choose(1,2,3,4) picks a number either 1,2,3,4 which then would relate to if 1 > create this, if 2 > create that etc. Maybe that will help you.

  • I'm interested to know what you tried because it seems quite simple and I'm not sure which method could go wrong! You can say, when not being dragged, move the sprite every tick a number of pixels forward, and set the angle of the object to 90 if it's above the Y of start co-ords and set angle to 270 if it's below the start position.

  • There is an obstacle map, which all pathfinding objects can see. If you destroy an object, it does not change the path in their eyes, they can still see the object there. You need to regenerate the obstacle map whenever you change something, it's one of the pathfinding actions.

  • This resets ALL persist objects to their initial states, is that something you want?

  • You can't. You can probably achieve what you are trying to do through normal events though.

  • Yeah you could do something like that. On click or drag start, create a new instance that stays there for next time, essentially becoming the new clickable icon.

  • Yeah my advice was to make the clicked object a different object, because I couldn't see why it needs to do be a drag/drop bowling ball if it is simply an icon you click in a menu? You can alter values when something is spawned, using the On Created condition, where you can say something like On Created > Enable drag/drop behaviour, where the clickable version has the drag/drop behaviour disabled by default.

    To answer your question in a more general sense, Construct is all about picking. When you use 'on created' it picks the created instance and applies only to this. If you say change such a variable on bowling ball without picking a specific one with a condition then it will apply this to all bowling ball instances. It's really up to you to define in some way which of the bowling ball instances will change.

  • Like this https://www.dropbox.com/s/ee58t83e1v8xm ... .capx?dl=0

    Where if you run it in debug mode and view the array, you can see the listed objects that meet the condition.

  • Not a different object, but the same object. You need to do this anyway or Construct won't let you create the object. You will get an error saying instance of object does not exist. Construct will take attributes from the first instance of an object and apply it to future instances. You can hide this somewhere off-screen or destroy it at the start of the game/ on layout load.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • This is just updating the text every time it finds an object that matches the condition so all you'll ever see is the last one displayed in text. I guess you could push everything to an array if this is just for debug purposes, that's what I prefer to do!

  • To save all the elements of the game at that moment, or 'state' of the game, you can use system action save/load.