lionz's Forum Posts

  • With pathfinding behaviour:

    on click > find path to mouse.x, mouse.y

    on path found > move along path

  • With the instant scroll to :

    https://dl.dropboxusercontent.com/u/49548363/test2.capx

    With actual scrolling across the screen I use this kind of functionality:

    https://dl.dropboxusercontent.com/u/49548363/test3.capx

  • That's what I initially thought but the reference to unbound scrolling seems to suggest that he's got a player moving up or left from the start on an unbound layout. You're either moving in the wrong direction or there's some other logic conflicting with the create object events.

  • Well some of the clouds will spawn outside of the layout and initial view because of your settings but you mentioned unbound scrolling..

  • Get rid of the 'trigger once' on event 4. It's triggering once only before it's had a chance to 'get' it from localstorage.

  • Logic looks fine, load it in debug and check if you have 15 instances of cloud.

  • OK so it's a problem with the saving of the game, someone will look at it and get back to you.

  • Can you please specify what the problem is, simply saying you have failed isn't enough if you want assistance. It looks fine to me, I can select levels...

  • There are several ways it could've been done. It could be press D, simulate D until you hit the first point yes. They could be set out like checkpoints and player stops moving on hitting each one. It could be custom movement, or 8-direction. The player on that screen might not even be player behaviour, could just be a sprite and its using the moveto plugin or just moving across X until it hits a level checkpoint.

  • What specifically do you need assistance with? On the map he's probably moving to a point and then loading a layout, seems fairly simple.

  • You could just add to a counter when a fire is created and subtract from a counter when the fire is destroyed and when that counter hits 0 you set the boolean to false. You can use different global variables for different fires, so if fire type A occurs add 1 to firetypeA, fire type A destroyed subtract 1 from firetypeA and for fire type B add/subtract 1 to firetypeB etc. Because the variable starts at 0 you could set up a separate variable that triggers, fireStarted when the counter hits 1, so you know to check if a fire has stopped only when it has started, you can then toggle fireStarted off when counter hits 0. That's the way I would do it anyway rather than comparing to see if a particular icon is on screen, variables seem safer.

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  • You need to apply the physics behaviour to the ground as well as the objects, set Immovable to Yes for the ground.

  • It came across as too confusing to understand

  • You need to use a global variable for lives. When you restart the layout, it creates a new instance of the objects and instance variables will be set to default, whereas global variables will remain unchanged.

  • It's because when lives is greater than 0 you restart the layout but on restarting the layout it sets the player position to mouse.x, mouse.y which is already overlapping the gameender. edit:Yeah somebody already posted.