lionz's Forum Posts

  • Wouldn't a turning animation slow the game down? A player wouldn't want to wait for the character to turn before moving, that's frustrating and it should be instant.

  • It's because there are 4 player Sprites on top of each other.

  • Yes makes sense, you are using rows/columns in a reverse manner to how I do it but still has the same result.

  • set text to array.at(array.curx,0)

  • For the array you can add an instance variable (var1) to the clickables where the value relates to the array row so first one is var=0, second one is 1, third is 2 etc. You then need a second instance variable on the clickable for its colour (var2) like gray/orange or 0/1 which would change when clicked (probably logic you already have in the event sheet as it changes to orange)

    To toggle the colour and update the array you would use - clickable on clicked, set array.at(self.var1) to self.var2. To update the clickables together when you load data into the array you can use - for each clickable set var2 to array.at(self.var1).

  • Hmm not sure, that's entirely different to the question from the original post. You could post again asking about scrolling and maybe someone can assist. If you have to scroll though you may have used too many save game slots.

  • I'm not sure what you've done here but usually the scroll to is on or around the player object

  • It's because you've put AJAX.lastdata in quotation marks which makes it a string instead of an expression, remove the ""

  • You need to add an Else on those conditions. Without this it quickly checks if var=0 then sets to 1, then checks if var=1 after it has set it to 1, so each one is true.

  • You can add a condition to the first event either 'D key is not down' or 'item use animation is not playing'

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  • Restart the layout

  • No chance of helping with that unless we see it with share project file.

  • I can see the problem from the screenshot, two of those events are true at the same time but have opposite outcomes. If the enemy is overlapping the square and the player isn't then it triggers second and third events constantly. Because of that conflict the bee variables won't be set correctly.

    As the logic is simple, the fix right now is to use one event and an OR block, player is overlapping square OR enemy is overlapping square, followed by an Else which handles when nothing is overlapping the square.

  • Use player is overlapping, and then if it's a separate animation you can say 'animation is playing' if it's all within one animation you can compare animation frames.

  • Yeah what you describe in your original post doesn't happen. If you mean that you can keep pressing space then block it out with a variable condition, var=0 and then set var to 1 when you press space.