lionz's Forum Posts

  • You use local storage to store the current state of the game, when you 'load' you should load in at the same spot.

    This explains how to make a save game : https://www.scirra.com/tutorials/526/ho ... -savegames

  • staleevolution

    They would be made-up superheroes. Some would be skill based timing usage and some would be on longer timers and have to be used at the right times. The player would just gain better stats and be able to use more items, or that was the plan. The idea will need some tweaking, I'm just going to create a prototype to test it all out.

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  • I've investigated it and the crash happens when a 'Canvas' is in the level in that location, it has problems saving it. As to why this happens, I don't know, I would speak to the creator of the plugin about it or file a bug report.

  • And what is your event for setting the font?

  • You could use 'Families' for Classes, so Priest 'Family' has a set number of stats and spells. When Player chooses class you add them to the Family and they gain all Priest stats and abilities. For the spells you just use events if Priest is level 1 > certain spells are unlocked, if Priest is level 2 > other spells are unlocked. Depends how detailed your game is tbh.

  • It might be stuck inside one of the invisible sprites. Not much anyone can do without a .capx share, even a cut down basic version.

  • Edit the collision box, it's the button under the imagepoints in the image editor. You can add more points and shape it how you want.

  • Did you check the font section on the properties bar to see if it's listed in C2?

  • Make sure all the players are in one family and it's good to go

  • I see what you mean, I was checking Family colliding with Family or Sprite colliding with Sprite. Is it essential that you use the logic Sprite colliding with any Family? I would just use the object name for picking as inheritance on families is strange.

  • If 'Block' is a Family itself then PickedCount is 2, if 'Block' is within a family, PickedCount is still 2. Your PickedCount return action must be in the wrong place.

  • Where it says 'Loader style' set it to 'nothing'. Although depending on the device or your setup it may just show a black screen instead of the blue load bar.

  • It refers to the ones involved in the collision. On object collision > sub-event : Pick instance 0, Pick instance 1. Instance 0 is the first object to collide, instance 1 is the one collided with. So if you set up the following :

    On sprite colliding with sprite :

    ----Pick sprite instance 0 : Text 1 set Text sprite.UID

    ----Pick sprite instance 1 : Text 2 set Text sprite.UID

    Text 1 would show the UID of the sprite that collided and Text 2 would show the UID of the sprite that it collided with. This is how I do it when it is the same objects that are colliding.

  • Yes it's because of the wait. You are not destroying the player object when it dies, rather repositioning it so the player can move the sprite whilst the wait is going on. Put the wait outside of the function or don't use a wait at all as in the above example.