lionz's Forum Posts

  • In case you mean that you are stuck on the format it takes, it's "text"&variable, the &symbol allows you to display the variable in the text box.

  • You have to have an initial instance in the layout because this is where it takes the properties from. IID identifies the object instance, and the version of the Particle object with the lowest IID will be the one where the settings are taken from. It is possible that you have edited an instance of the Particle object that is not the first object of its type, it is taking the default settings from the first Particle you placed. You could create 100 Particle objects with different properties and on Create Particle object it would still use the settings of the first instance you added to the layout. Select the Particle objects in debug preview and look at the IID in the object properties, you will be looking on the left for Particles #0. The instance with the lowest IID will have the same properties as the one 'created'.

    Any of the Particle objects you place in view initially will always look correct as they can have separate settings, it is only when you use the Create Object action that it picks the settings from the lowest instance (unless you specify with conditions in the event sheet).

  • 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..

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  • 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.

  • 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