lionz's Forum Posts

  • The above doesn't really solve the problem that is being asked, they want to know if every object that exists in a Family has been created, not to loop through existing instances that are already created.

  • You need to be able to save after the shop, or any time. Have a look at the Persist behaviour because it sounds like your problem is with the coin objects and their state. The Persist behaviour added to the coin means they won't reset.

    You can in theory save only the global variable in local storage each time and keep loading its value, but why not save the whole game ?

    If this still doesn't resolve it, please give a better idea of what the game is and the design around the coins and the resetting.

  • When you say coins to reset do you mean a variable or a number of objects? You should use a global variable as the value carries over between layouts and you can save any time.

  • Not really, you could check if a certain object type has count greater than 0 and then do this for each individual object.

  • Use on touch, tap is a different kind of action I think where the finger has to be released

  • Do you have logic that says to set its position to another object when clicked?

  • I mean some info would be good, some context on what you're talking about

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  • You set a variable that's never used, you use animation condition instead? I would keep it to the variable as it's easier to debug rather than checking if an animation is playing.

    Also for the downed enemy it might be easier to use a Family instance variable for example isDown then you can use the condition 'Enemy is overlapping button' and replace the LOS thing with 'Enemy isDown=false'.

    To debug this it's difficult, what you mentioned about disabling the collision is not shown in the screenshots so we can't know if that's happening at the time of collision. But yeah do the above and simplify it down to get rid of LOS and only use Enemies conditions to start debugging the problem. If disabling the collisions is part of the gameplay itself you could still use it but not as part of the conditions with the buttons.

  • You shouldn't really need the name. Why ?

  • Is it on the correct expected layout ? Check in debug view.

  • Making your own button with a Sprite is much better

  • Many layer does not usually affect performance. Multiple layers vs layouts, they are different things and it depends what you are trying to do with 14 layers.

  • Yes that's correct, I remember someone asking this in a similar post. If the event is just trigger once on its own then it runs again on a load. Best practice not to leave a trigger once event out there as a solo condition.

  • It should save the state with all variables. All I can think of is that it isn't saving at the point where you think it is or on load you have events that change the variables instantly so you could never tell.

  • You wouldn't use the family for differences like this, you'll need to spawn the individual objects. If a spawner can spawn a number of different objects, use a variable to decide which one spawns.