lionz's Forum Posts

  • I feel like this would've been faster to check it yourself instead of post? The action actually runs straight away when it's triggered and then every 8 seconds after that.

  • You'll have to share the project so I can see how you've made the inventory.

  • The easier thing to do is add more global variables if you have different weapons. pistolAmmo, shotgunAmmo etc. You can have another variable for 'currently equipped weapon' where 0 is pistol and 1 is shotgun. You subtract from ammo depending on the equipped weapon.

    When you use instance variables like that all you're doing is moving what could be a global variable into a more difficult way of doing the same thing because now you have to pick instances.

    You could think about using instances and variables if your items and ammo are being stored in an inventory array, then they could relate easier but I think you're not using an array.

  • If you said to group all effect based actions into a group called 'effects' then I would've agreed and that makes more sense to me. To further sub categorise what is in front of you under layers seems a bit unnecessary.

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  • If you use 'system save' then it will save the game and you can load it next time. However if user deletes their local browser data then it will wipe the save game, or of course if they use a different computer they won't have it.

  • Yes exactly that except you had two bugs at the same time because the tiny range was not working on the snake anyway. If in doubt check in debug preview, you can select the actual objects and check their position, you will see the text object on the UI layer and static off screen.

  • Move it to the ingame layer and increase the range, 20 is too low and doesn't stretch past the player object. Make it something more reasonable in front of the player to detect the snake.

  • It's because the text is not in the position you think it is, you've put it on the UI paralax layer so it is always off screen, move it to the Game layer.

  • Try increasing the range? Why is it 20 pixels?

  • You can use 1 and 0 for true/false

  • Two things spring to mind, are they set to Custom and not Solids, and did you regenerate the obstacle map which you must do after adding obstacles.

  • That event looks correct for picking the instance that overlaps sensor 1 or 3, are you sure they're not all overlapping the sensor object?

  • I think no because the sprite object has one collision box. If it was one object but you need to click on different areas then you wouldn't be able to detect. You could overlap it with invisible sprites but in that case you may as well create them separately.

    You can put the group of sprites into a container and when you create one object it creates all related objects but I'm not sure if this is useful for a shop, you may as well create everything in the layout.

  • If you designed it that way then yes. Seems it would be easier to design it with one buy and sell button and you navigate between items. Depending on how you stored the items you could use one event for all items even with many buttons.

  • Not using the behaviour, yes you can do it with your own events as mentioned.