lionz's Forum Posts

  • Hi, there is an option on the Properties bar called 'First layout'. You can set your initial layout there.

  • The logic is flawed somewhere around the enemy hp less than or equal to 0, that is likely where the bug is happening. If you kill two at the same time because it's a trigger once event it will probably only add 1 when 2 die. I would change those hp events to 'on enemy destroyed', it'll work a lot more efficiently for you. You could even put all enemy types into a family called 'enemies' and say on family 'enemies' destroyed then you only need one event. There will always be a reason for unexpected values, wouldn't make a habit out of adjusting for bugs like you mentioned with the -1 starting value, can only lead to more issues for you as you get further on with the game.

  • So you have your exporter then.

  • That is how system save/load is supposed to work, it save the state of the game at that point and loads it exactly as it was. Yes the audio can be fixed and no it won't have any negative impact.

  • Sometimes it can fail but it doesn't mean a bad export. Trying again usually works.

  • Pretty much https://dl.dropboxusercontent.com/u/495 ... ella2.capx

    Beware of events that override every scenario. If you say play an animation on platform moving then it will not matter if you're pressing a key later on while moving.

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  • So it is a tower defense game? Looks good. Since you can't control the fighters I guess the strategy will come in with which building type to spawn. Is the distance a factor or can you place the buildings only in certain locations? I am currently making a game where you can move the characters to fight 1on1 like this but it's more about the construction as it used to be a theme park sim.

  • You are probably looking to use an array inventory, complex at first but useful once you know how. Check out the manual and some tutorials on how to create an inventory from arrays. If you pick up an item that's on the ground you would then add it to a slot in the array. The array can store the stats of the item etc

  • On weapon created, weapon.strength = choose(a,b,c) will give strength a value of a or b or c. The stats will just be instance variables, you add them to the object in the creator. You could create a family 'weapons' and add family instance variables such as name, level, strength, damage etc

  • Something along the lines of :

    On sprite clicked, if variable = 1, do upgrade, start timer.

    On timer started, set variable = 0 (locks out the above)

    On timer ended, set variable = 1.

  • You've shared the .caproj, we will need a .capx

  • Yes if you use local storage it should just create the key data on the mobile device in the same way. Once you have it working with the preview (run layout) on the PC you will likely see it working on the mobile app unless something went wrong along the way with the third party plugins, I guess that would be a separate issue. Ensure it is working on preview browser first, if your data is refreshing every time then there's a problem with your events.

    In terms of what you're describing for the save data. Couldn't you just save one variable that unlocks stages of your game based on what the variable is? i.e. if the variable is 3 then levels 1- 3 are unlocked.

  • Web storage is redundant now and just the name for the old version of local storage. If it has cleared when it loads I think it isn't working correctly, it should save data. I might have to make a capx to check but as I recall the browser data is still stored on preview. To clarify, local storage is game data, usually 'keys' stored locally in browser data.

  • That's just for display purposes in a menu but yes I guess so, text can display broadsword.level. The variables will be whatever you need for the gameplay, if the damage and strength both matter to the gameplay then you will need them. The text can be displayed in one or separate textboxes depending on how you want your inventory to look.