lionz's Forum Posts

  • Ok so when one collides with the keycard, set a global variable to 1. Then under the 'find path to keycard' event add a condition on the left 'global variable=0' this means they will only pathfind to it if no one has it.

  • And that's on a Sprite? strange...

  • Of course replacing press S with a touch condition will work, I'm not sure what you did but you didn't leave it in that file?

  • What happened with the second part and the wall?

  • If you add a new behaviour on a sprite it's called Pathfinding, yes it should be there on free version.

  • Prevent it in what sense because your events say to constantly pathfind to it

  • True holding down the button can cause an issue in that case. Try this - untick 'default controls' and set up the movement yourself, on right key pressed simulate control right etc

    For the wall bit this is because I said subtract 1 when the movement button is pressed, you can add to this that also player 'can move to' the next tile, with the condition under tile movement.

  • Created something there to give you an idea dropbox.com/s/wv5ykbsu3qj2wyw/dicetile.c3p

  • You are looking for the 'Persist' behaviour. Add that to the object and it remains destroyed when you transition.

  • The answer to both questions is because you're using tile movement behaviour so the player moves on a grid of 32x32 and nothing in between. The first move is the player trying to get back to its grid position.

  • Creating the AI is always going to be difficult. I don't think line of sight is a factor because you'll want the enemy to always run at you in smash bros type game. It'll be a lot of conditions and simulate control on the platform behaviour. If overlapping then perform ability action and such, or various state conditions with priority set such as choosing to pick up items instead of attacking. They may choose to prioritise jumping on the higher platform so simulate jump until they reach it. Or there may be priority on jumping towards the enemy, or if they are out of bounds priority on trying to jump back into the level.

  • You can store the x,y co-ords in a global variable, then say object 'on destroyed' wait 4 seconds and create object at stored co-ords. If there are many objects then maybe setting invisible then visible on a timer would be more useful.

  • Ok you can do straight from C3 to the phone, no need for android studio. Look here construct.net/en/tutorials/building-a-signed-apk-for-android-in-construct-3-28

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  • Shouldn't the bottom event send the item back to their assigned slot not a random slot? Otherwise what's the point in assigning the item's ID to the inventory slot?

    Also what I mentioned above will not fix all the bugs but it will at least get the function to work. If the function doesn't work then it doesn't set a slot to occupied which is part of your logic.

    You could also share the file and I can fix it, just tell me what the problem is.

  • It's because you're using system to pick, which won't pick instances. Instead use item overlapping inv slot like you did in the second event... get into the habit of using the object and not system. Try changing that and then testing it with a slot that is not occupied to see if it's fixed.