lionz's Forum Posts

  • Get rid of the other 3 conditions except for the has LOS. Then using a variable for whether the laser has spawned, add a condition to that LOS, hasLaser=false. On the actions spawn the laser and set hasLaser to true. This will spawn the Laser once when the drone has sight of the player. For the other event you need drone does not have LOS of player, set hasLaser to false and destroy laser.

  • In the tokenat expression you would change array.at(0,2) to use a variable instead o the 2 so array.at(0,var). Then using a similar condition you have for = 'back', you have = 'next' and then change that new variable, maybe add 2 to it so it skips from 2 to 4. You also need to set chatposition back to 0.

    That would be for column skipping. If you want to change row then you need a variable for the X so array.at(var,2) and then change that variable to signal the row.

  • There's a lot to do here, what did you do so far? Look around the forums for previous posts about creating inventory using arrays.

  • Yes share screenshots here and we can also help

  • That is looking nice!

  • You can't click twice in the same event anyway so better to share screenshot of the events to see what you did.

  • You can set other imagepoints and use them, or use co-ordinates. Why is the origin not good enough though?

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  • Clicking it automatically picks it so it should use that one within the same event.

  • Deleting that won't change much, I tried it just in case but you are just setting an animation based on a variable.

  • I don't think anyone could help with those slim screenshots with the loops missing, we would need the rest of the events and the ability to test it.

  • Yes the memory usage is looking more reasonable now. The email is here hellosfi@construct

    construct.net/en/contact

  • Open that file in notepad and the string inside is the data for the tilemap. So you could have an event on start of layout > Load and then for the value use that string.

    That's the simplest form to know how to load the tilemap data. To pick a random level you would need to build that mechanic, you could store the strings in an array and pick a random row. If I get time I can build something but it's late now.

  • That's a different freeze to the memory usage, some kind of bug but I'm not sure. There is a console error, you could send it to construct team to ask them.

  • Paint the level in the tilemap in Construct then load your game and trigger the tilemap Download action during the game to save a json file. You can then store the json string from the file somewhere in your game like in a variable or array and use the Load action to load it later. The downloaded json string contains all the data for the level you drew with the positions and type.

    I think you could also set a string variable to tilemap.tilesjson on start of layout which is the same data as above and then pick it out in debug preview, you can click on the variable value field and copy that data to save it for later.

  • See my response above