lionz's Forum Posts

  • No idea about that but you don't need to use that save state now that you've explained what you're trying to save. To check whether time attack mode is available you just need local storage and a key. To toggle whether it is available use a global variable instead of an instance variable.

  • The problem is that you said you wanted a way of saving instance variables and I recommended that link. What you should be doing is saving that unlock information as a global variable, local storage is what you should be using for this. If it's not working properly with other global variables then it's a logic error, possibly you are loading the key items to global variables then resetting their values afterwards.

  • You can safeguard it by not resetting global variables many times. If you want to store variables FOREVER as a mechanism for when something is unlocked by a user then I don't see how resetting them can be good practice. In this case I would reset individual global variables that need to be reset, if they have to be. You could probably reset global variables then load all the keys from local storage but I've not tried this around a reset.

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  • You need to use a global variable and local storage for that.

  • You save the state of the game. You then exit, re-enter and load the save state, it loads it at the time when you saved it with the same variables and objects. It is like taking a screenshot of the game at the point where you saved it.

  • What did you try?

  • If you're referring to a lot of objects each with their own unique instance variables then it is better to go for the save state method, which simply saves the state of the game at that point and the values of all objects.

    https://www.scirra.com/tutorials/526/ho ... -savegames

  • It's because it sets the size and centres the object on its origin. There are many ways to do it, you could resolve it by moving the origin image point to the side of the bar that should remain where it is, then you'll see the size decreasing from the other side. That's how I've done it in the past.

  • Do you mean layouts and no they shouldn't reset if they are global, unless you tell them to reset. Are they instance variables? It's possible you've got an event that states set to 0 on start of layout which applies to all layouts.

  • Assuming they are still in a family, pick random family instance, family is on screen.

  • 'something isn't right' hmm not sure what you're expecting anyone to do with that information share a capx?

  • On the layout properties set 'Unbounded Scrolling' to 'Yes'.

  • There are many tutorials to help you with saving to local storage. You are probably looking to save the MaxAchievedLevel global variable. Take a look at this tutorial and save this variable instead of Score. https://www.scirra.com/tutorials/9440/h ... al-storage

  • Use a variable as a condition.

    On player touched, var = 0, > open map, set var=1

    On player touched, var =1 > close map, set var = 0

    You might need to put a small wait in though as due to C2's top down structure, it'll set the variable true for both events reading down.

    You're right that simply setting the object invisible will not disable it. For a button you'll need to set it disabled. For a sprite you can disable it's collision.

  • Based on this logic you shouldn't really be encountering these issues.

    On created set hp will set hp only for the instance that was just created.

    The on hp less than or equal 0 check should only pick individual instances.

    Can you post a screenshot of the events because everything seems right here.