lionz's Forum Posts

  • The layouts reset by default. What you are looking for is the 'Persist' behavour. Add this to any objects you want to retain their position or variables and they will be the same when you go between layouts.

  • Use 'on created' condition to pick the one that was just created then apply actions and see if it works.

  • You are right this is missing and also from the store. Hmm kinda inspiring me to have a go and make a template available in the store.

  • I don't see how you could ever load a proper game with this logic. In the same layout where you are trying to load a previous save game, it is saving over it every second. So unless you manage to click the load button within 1 second you've already lost your save game.

    As for a fix it depends on the game design but I would definitely only save every second during the gameplay, not on the same screen where you are trying to load games, so move that autosave to the layout where you are playing the game.

  • I'm wondering how you could ever get it to appear 3 times in a row? Seems like twice would be the most possible. I think your approach is fine though just reshuffle if it's the same, that would also be my first approach to this.

  • That loop appears to be running constantly and doesn't relate to when an item is picked up? Also the condition is strange it's checking specifically 0,1 is empty, is that the intention? Since the For implies it is running through all columns then you want to check if (0,loopindex) is empty which would check 0,0 0,1 0,2. Later I noticed the global variable item, if you are trying to use this to not run the loop when global variable is empty then it needs to be at the top level of the loop.

  • Yeah you've added there 3 columns, it didn't work earlier because you only have 1 row. That array does not have a width of 3 so you've changed it somehow with events.

  • Width is the rows(X). You probably have events to fill the array that affect the size.

  • So you mentioned that the array size is 3,1,1 but from the screenshot it's 1,1,1. So because you checked in debug mode you can see why the icon logic won't work as FireEx doesn't exist in the array, in fact row 1 does not exist.

  • You can check array in debug view to see if "FireEx" is actually added to the array as expected. If it is then I would expect the UI to work though you move it to the bottom of the layer maybe it's hidden underneath other objects? Again you can check in debug view if the icon exists and its location.

    Adding items to the inventory depends on the design of the game and what happens when you pick them up. If you push the item name to the back of the array it is like adding items to a list. For example if your array size is 1,1 instead of 3,1 as you described, if you pick up the FireEx and push FireEx to the back of the array it would appear at 1,0 in the array, same as where you hardcoded it to appear at 1.

  • Construct 3 didn't arrive with 3D stuff, it was a new feature that was added and not everyone is making use of it or is an expert in it.

  • > Oh okay, then click on each event and press "i" :]

    But it will mean any object where X != 1 and Y != 2. Its not the same. Am i wrong?

    > do the above and add an else below where you do the actions you want.

    Hmmm... this sound reasonable. I'll try. Not exactly what i want, but should work, i guess.

    The above is exactly what you need, the Else is where it runs if the instance doesn't exist with those variable values.

  • There's a system condition Pick random instance, I would first get it working with this and every X seconds. You pick a random instance every X seconds and run the new movement logic. Maybe change a variable on the instance if you need to stop the default movement, so all instances with a certain variable set will only run default movement. Something like if var=0 continue with default movement, and for the one that was picked to go off screen you set the var to 1, then back to 0 when it's finished.

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  • Hi welcome! This is a common issue where it is trying to play several animation at the same time. So likely it is trying to do something like play a walk animation and a carry animation together.

    To resolve this you would need to add conditions to rule out animations and ensure two are not played at the same time, for example on your walk animations set up with keys you would add a condition 'carry key is not pressed' or 'carry animation is not playing', something where it will only walk when you are not carrying.

  • Not really an issue with the template is it. Taking a template then making edits, seeing its broken and asking someone else to fix it is not the best way to learn Construct. Better to make your own game to understand Construct and use the template as a guide.