lionz's Forum Posts

  • You can add logging using the Browser object btw, I find that helpful to see if what I'm expecting to be triggered or picked is correct.

    So this sounds like when you press B it is sending through the name of the powerup overlapping slot 1 instead of slot 2. Sometimes the order in conditions matters, try moving Slot_ID= to the top of the condition above 'powerup is overlapping slot' to see if it makes a difference.

    If that doesn't work there are other possibilities like both powerups have the same name even though the animations are different. That's why the Browser logging I mentioned is good, you can see what powerup.UID is picked, or what parameter is actually passed through the function, you can log these things.

  • Make sure you have 'copy picked' selected on the function to retain the picked instance of PU_act_slots

  • The conditions in the function should be pu_name = instead of PowerUp.PU_Name =

    pu_name is the parameter of the function

  • It's because the collision sprite doesn't relate to the box, placing it near it is not enough to relate them in events. There are ways you can do it but the most useful is probably by putting the collision sprite and box in a 'Container' (check manual).

    When in a container, when you pick a collision sprite like when the player collides with it, when you also reference the box it will know which box to pick as they are in a container together. They are also created together so when you create the box, collision sprite will be created with it and they related. You can set the position of collision sprite using image point on the box. They are also destroyed together, destroying one will destroy them both.

  • I still couldn't work out the issue in the video haha but glad it's resolved

  • That's not the manual, it's a blog post from 2014

  • Ah ok the tilemap. Just put it on a layer that is lower. The layers bar has a hierarchy like you would see in photoshop. Put the tilemap on a lower layer and the characters on the higher layer. If you are using spawn events for the units then make sure its not spawning at layer 0 which would be the lowest and instead pick the correct layer.

  • I still don't understand the problem though. The characters are not moving in front of the tiled background?

  • I didn't really understand the layers problem but basically each layout can be linked to an event sheet so both layouts can be linked to the same event sheet in their layout properties bar.

  • Nice one, I finished it

  • Hmm bit early not available for a year

  • On mouse clicked : platform behaviour simulate jump

  • If you are using an array then it's more usual to store the score in the array with it. You would need to get used to arrays, when you insert a name from the events I've seen it goes in at 0,0 so the score you would set at 0,1. You can use array sort to sort a Y so the second column with the scores. I prefer to do it a different way, run through each row until I find a score that is lower than mine then insert a new row and the score at that point.

  • Feel free to share the project file then we can see where the problem is that's all we can really do now. You'll have to explain what the current issue is.

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  • Add a small wait before set item action and see if it saves correctly. If you have no other events for saving then can't see how it would go wrong.