lionz's Forum Posts

  • Yeah object.count is a better condition if you're planning on doing this for loads of objects.

  • Oh right I thought you meant multiple in one click. You can just use a variable as a condition like this : https://dl.dropboxusercontent.com/u/495 ... htext.capx

  • On touched is a trigger and naturally triggers once only. There must be a problem with logic elsewhere, are you able to post capx?

  • Tile IDs

    Each tile in the tileset has a zero-based index to identify it. This starts with the top-left tile and increments horizontally in rows. The tile ID can easily be seen by hovering the mouse over a tile in the Tilemap Bar. The tile ID is useful for comparing or setting tiles at runtime with the object's conditions, actions and expressions.

  • There's a discussion and some solutions on this thread:

  • It's all in the manual, including how to test in preview mode : https://www.scirra.com/manual/175/google-play

  • Well using local storage to save the progress will be local data on the device. As far as I know the stored data is encrypted so you won't be able to edit values or anything hacky. In-app purchases will be saved on the user's account for the relevant store.

  • You can set the progress to progress+1 every X seconds, should show it increasing.

  • Do you know how to do it for setting a value? Instead of 'Set value' for variable you can use 'Add to' and just add 5.

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  • From your screenshot above, you probably want

    Z is pressed, condition (lockon=0) - set lockon to 1

    Z is pressed, condition (lockon=1) - set lockon to 2

    Don't use 'is down' or the key will be down during all variable changes and change the variable from 0 to 2.

    If you actually do want to be able to hold the key down for some reason then you can use 'trigger once'

  • Do you mean trigger it again on release of the button after a certain amount of time?

  • Oh right I see your problem now, damn that was confusing. You will need to use a for each so it checks individual containers separately, without using that its just true if any door is in use, and by that I mean anything in the container, so if any door_opener is overlapped it makes it true as well.

  • Are the levels on separate layouts? You just use the Go To Layout action.

  • I just deleted all of your logic and put in one line : Player is overlapping door_opener > set door animation "open", it picks the door that is in the container with the door opener you are overlapping. If you overlap two door_openers then it opens the doors in both. Seems to work fine.

  • You said door too many times so it's too confusing to me now. You said the other doors will not close if the player is overlapping multiple openers. What do you want to happen?