lionz's Forum Posts

  • Try it again as sometimes there are temporary problems with the build server. If it is still failing then send the logs to Construct support and maybe they can help.

  • This sounds easy to do but I guess no one responded because the phrasing is confusing, too many questions and it's not totally clear what you want.

  • On that second block I think pickedslot should be slot.UID ? Assuming that is being used to set the item back to it.

    When you drop item onto slot you need to pick the other item already in the slot, so I would start using a variable on the slot which contains the current item UID.

    Then for this I would use a function as it's easier to open up picking again and pass through as a parameter the slot.variable I mentioned (which is the UID of the item already in it).

    In the function say pick item where UID = param, and set position to picked_slot. This moves out the old item. After this you will need to run the logic that sets the slot.variable for both slots to the item that is in it, this could be another function that you call when dropping items.

  • Yeah inverted variable condition also fine, good it's fixed!

  • Looks like you have a Construct 3 subscription, you should build an APK there not with Construct 2 and cordova.

  • Could be something to do with variables that you only do on first launch of the game. The save data will still be there but when you load the new app the variables won't be set yet. It makes sense that they would be set when you load it a second time. You can test it yourself by clearing local data and launching the app as if it was the first time to see if you can recreate the issue.

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  • The 'Scroll To' behaviour will follow the player. If you mean something more specific than this, try adding more information.

  • Have them in the layout at the start of the game then destroy them on start of layout. This way it is loaded into memory. Maybe it is loading it for the first time here and there's some delay.

  • Try adding a trigger once to the 'is lancou' event. If that doesn't work then let me know what lancou is set to when you release Z, is it set to false now?

    Be careful as some of your animations can try to run at the same time. In case you don't see the throw animation working at all it could be because it's trying to play idle or walk at the same time.

  • Ok I can't open this, I'd have to go back in time. Can you share a screenshot of the throw events and all the animations, may that will help. So the problem is that after you throw its stuck in the animation even when you walk ?

  • You need to subscribe to keep using more than 50 events. If the subscription ends you are back on the free mode.

  • What is si no, an 'Else'? Write out the 4 conditions. The other two conditions are when X and Y are less than. So this would work for the 4 main directions, test it.

  • Using system compare two values, you combine two conditions such as if mouse.x > sprite.x and mouse.y > sprite.Y then set animation diagonal down/right

  • So the animation isn't looping right it's just stuck. Probably the only option is to share the file now.

  • > You say it should be one or the other, so which would your actions apply to?

    It would apply to the instances that were picked as part of the condition that returned true. In other words, any instance that returns true for an OR condition would be picked.

    I find it's better not to think of it as returning true or false, but instead returning a number of picked instances. If you have a condition 'sprite is X' as part of an OR block, and there are no 'sprite is X' I think of it as 0 instances matched, not that the condition returned false and therefore should be ignored and all instances are still open to being picked.