lionz's Forum Posts

  • It's difficult to help because the request is very generic. I'm going to go with : On card clicked > PlayerTableArray Set value at X to 'PlayerHand.At(X)'

  • The real question is, how have you been freezing the entire layout? I think what you're looking for is a condition using probably a boolean isFrozen. Set up the player conditions, and then add the condition in isFrozen(inverted), so conditions run only when player is not frozen. When player is frozen, set isFrozen to true, when player is not frozen (I assume after an amount of time or something) then set isFrozen to false.

  • It's probably because High Score doesn't exist initially, and the first time you set it, Score has been reset to 0, so it sets HighScore to 0. You need to 'set HighScore to Score' before you reset Score to 0.

  • It will spawn on the Spawner.X, Spawner.Y automatically on creating the action. Imagepoint can be left as '0' default for the origin, central point of the Spawner. The act of selecting the Bubble object to spawn on the Spawner will automatically let it know that it needs to spawn it on the Spawner position, without having to set any co-ord position.

    Also to clarify, the field 'imagepoint' does not expect a co-ord position, it is the number or name of the imagepoint you want to spawn at. The imagepoint is a position on the Spawner object itself, the origin (0) is there by default but you can place others that increment 1,2,3 etc and can be named. Choosing this allows you to offset the spawning location on a particular object i.e. if you wanted to spawn bubbles on the very top corner of the Spawner object you could do this by creating an imagepoint(1) and referencing it.

  • What is it showing instead, the info from Fleet? You could be manually changing the variable to CORP in the editor but something in the actual game changes it to Fleet when you run it? You can confirm this by running debug mode and seeing what the Usage variable is set to in game. If it's not that, link me to a cut down capx of just the button logic and I'll see if I can spot anything.

  • You can avoid all of that hassle by putting your options menu onto one layer and enabling/disabling the visibility of the layer when the open menu button is clicked. I think that's a better option than spawning in elements of the options menu at random times and not knowing what is really going on with the visibility of objects. Then a way of ensuring the player can't touch any of the options when it's closed, add conditions to all of your options assets i.e. sound bar touched > adjust sound, add a condition here so you can only do that if options.layer is visible.

  • Forgot to ask, do you have any other particle logic anywhere that creates it, spawns it, sets its position? Maybe that's overriding it.

  • On start of layout > Start animation "Walk Left"

  • That is the logic for directional shooting, for the animation you will need to set to mirrored or not mirrored based on what the controls are.

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  • This all sounds very basic, have you read the manual? For movement you can set the X or Y position. To make visible you set visible enabled/disabled. It sounds like you are trying to set up some kind of cinematic sequence, for that you can use a function to run a load of movement commands in order.

  • Assuming the character is facing right, when shooting left Set Mirrored on sprite.

  • You keep mentioning after the latest update, do you mean your logic was working before and now it's not since an update?

  • So which bits of this have you made? The sound bar? The options menu? Do you need help with all of this?

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