lionz's Forum Posts

  • It looks like you know what you're doing so I can't determine where the problem is, unless you're talking about localstorage and saving this variable when you close the game?

  • Don't check if the array size is equal to 0 until you've started populating it.

  • What do you mean when you say it is working when browser is open? Doesn't sound like localstorage has worked at all here and you will need to double check your logic from the tutorial.

  • Well the variable will always be 0 on load, unless you're using localstorage to save and load it. If you're talking about within the same game, then returning to the main menu and comparing the variable should work and so there must be some broken logic somewhere.

  • Yeah I'm asking what your role is in the team.

  • Often people will use CSV format for this then use the CSV plugin to import the data into the game. Not got a lot of experience with using this method but there should be some info around. In terms of the array, you never need to set a specific size, you can 'push' items into an array at the back so in reality it has an unlimited size.

  • Around where the destroy action is, you can say something like object is overlapping spawner, set variable to false, then destroy object. So really you are checking that is IS overlapping the spawner to pick the appropriate spawner, setting the variable back, then destroying the object.

  • You're nearly there, you use Grow but set a negative value to shrink it.

  • What will you be doing on the game?

  • Post a screenshot of the event with mouse click or function, should work fine...

  • The intensive CPU usage is because you're updating the text object every tick I guess. You should avoid doing this where possible. The logic itself seems fine.

  • A variable with condition should work....if object clicked, and condition 'variable = this' then do a thing, otherwise don't do a thing. So you have on object A clicked (var=false), create object B and set object A var=true. Now it locks out object A from being clicked.

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  • The save file using this method is in some permanent web storage that you don't really need to access. You're saving and loading to a slot and don't need to see it. You can access save data if using the localstorage though.

  • Ah I didn't see this. A good trick to see if your save logic is being read by the game is to put some other event there like 'destroy a thing' so you know it's being seen. More than likely that the logic is fine in this instance though and perhaps the event sheet has not been included or does not relate to the main menu layout.

  • You can put it any event sheet, as long as it's being seen by the game, so 'included' in the main event sheet assigned to the layout.