lionz's Forum Posts

  • Why that function runs few time if it is inside an event that should be generated only one time if true?

    I don’t understand this :(

    It's not, you've put the condition outside of the event on its own instead of as a sub event. Or if it's meant to be on its own then it needs a trigger once.

  • Another thing is that TurnN is supposed to add +1 at the end of each turn, independently if is point or not.

    I don’t understand why if it is point, this variable correctly increments by 1. If it is not point it seems that it add a random number (like ticks number).

    There are a few bugs around. You could do with trimming down the logic tbh. I see a problem at line 68 where this could run a lot of times so this means you are running that function every tick and maybe contributes to the variable

  • I didn't really see any problem with changing to the other player. Sometimes the arrow keys stop working when it is a player's turn this is probably to do with your activating/deactivating groups.

  • 'something stops to work' ? really that's all the info you can give us. well i see that the targeting stops working sometimes so the arrow keys are not working, if you mean this then double check the deactivating groups logic.

  • You are creating an object Text then trying to set the text on a different object txt_score

  • I imagined it more like an inventory where you tick off tasks. So how does the game work ? Maybe it will be better if you fill the array from a predetermined sheet which is a list of items if you know the items in advance. Then you can have a second column for found/unfound which would be like a 0 or 1.

    Your logic looks reasonable, maybe the array size is not set and you need to add more columns? If changing one to found later, you could grab the UID of the object and search for it in the array then delete it.

  • You could try with an array

  • What are you saying the coffee moves up the screen and should begin colliding again and it doesn't work ? The event looks ok to me but I can't imagine the game.

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  • Maybe you can say if player is overlapping obstacle and collisions are enabled then set the player position up the screen a bit. I think normally with solid enabled you can't overlap so this condition might work.

  • Yes to everything you said. Only the internal tester group can see it until you publish it live.

  • good luck! :)

  • If you mean the play button to start the game then nope it's not working

  • Did you use touch because that's for mobile. Try mouse click.

  • On the door object add 2 instance variables for x and y co-ord, then have an event when pressing E and overlapping door : set player position to door.varx, door.vary. In the editor view you'll need to set those variable values on the doors to where you expect the player to move.

  • Make sure the collision box on the player is actually a box. It might be a weird shape picked up from when you imported the animations. Also check the collision box on the object you are colliding with.