lionz's Forum Posts

  • Possibly the classic event sheet issue, each layout has an event sheet linked to it. If that event sheet is not assigned to the layout then it doesn't see the event. Look in the layout properties bar for the layout that has the player in it and see if has the event sheet linked.

  • Fair enough, it was a Construct thing that you had to wait until the next tick until a created instance can be picked but if this works then all good!

  • Pick last created used inside the loop? That shouldn't really work hmm. Or if you used it outside of the loop how did you link it to the array values?

  • Is variable name the name of the object type? I assume so if you are creating object by name array.value. And if so, do you really need it?

    edit : oops I realised you are setting more than just this variable. You could set two global variables to curx and cury inside the loop and then using the 'Family on created' event assign using the global variable values instead of curx/cury, this may work.

  • You can use a global variable to lock out the attack, so have a condition with the key press 'variable=0', and on the action set variable to 1 then 'Wait' then set variable to 0.

  • I think it's a checkbox on the behaviour called Test Mode?

  • Were you using Construct 2 last time? Construct 3 you have to create the function - click add on the event sheet actions.

  • What's the bug? That it doesn't seem to save and loads default data? Because you have two on start of layout event it might load the local storage data into Dictionary then overwrite it with Dictionary.json, the second event.

    Maybe you should be requesting Dictionary.json only if local storage item is missing, not on start of layout. Item missing means player never saved so load default json, item exists means player saved so load local storage.

  • You are creating 3 objects on top of each other at the same co-ordinates, you can check in debug view there will probably be 3 instances of the sprite.

  • Unless it is a trigger event, the event will run constantly (every tick), this is the case with loops. You can add a trigger once condition to the loop to make it run once, or trigger one time by some other method, for example if you added those loops as a sub event to the top condition 'on start of layout' they would only run once.

  • If it's a small number of instances and a one time thing you could use global variables, then the condition becomes if GV2,GV4,GV6 is true and GV1,GV3,GV5 is false. If the plan is to change the pattern all the time then developing a method with an array and slotting in a number pattern seems like the best way.

  • Same condition for the key press, the action depends how you are moving.

  • I checked the file and it's what I mentioned yeah your event runs constantly, so will the audio. You need a trigger event something like enemy on collision with player. It's up to you when you want to play the sound, but at the moment 'is attack' runs all the time, so will the sounds.

  • So there is a condition at 105 that enemy has LOS in that event which you've decided to cut off in the screenshot?

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  • Yes no problem. The angle is not a problem, 360 just means a circle around the enemy. The problem is the tilemap is being detected as an obstacle for line of sight.