LittleStain's Forum Posts

  • There is also the wait for signal, but in this particular case I don't think it's easier to implement.

  • Instead of the wait action it might be better to use the timer behaviour.

    For example - give the bed the timer behaviour.

    onNose =1

    trigger once

    bed - start timer Nose

    bed - on timer nose

    play losing frame

    onNose = 1

    Light = "On"

    bed - stop timer

    Win!

  • Well then it should amount to something like this:

    In the level event-sheet:

    on level1 completed (this is not an official event, but I'm sure you have an event taking place at this time)

    localstorage - set item "level1Score" to Score

    in the menu event-sheet:

    on start of layout

    localstorage get item "level1score"

    localstorage on item get "level1score"

    set text = localstorage.value

  • Seems like the pinning is working perfectly..

    I can see the issue though..

    All sprite2's are pinned to the same instance of sprite.

    adding a subevent picking the right instance of sprite would solve that.

    you could for example add the subevent:

    for each sprite2

    sprite2 is overlapping sprite

    sprite2 pin to sprite

  • It has vanished..

    We're back to the old method of uploading to dropbox or the likes and adding a link to our posts..

  • Another way, if your program allows for it, would be pinning a collision-detection-sprite to each and every object and checking for collision with that sprite.

  • Looks pretty straightforward..

    to save something use the action:

    Localstorage - set item "" to ""

    to load something use the action:

    Localstorage - get item

    to use the loaded item you will have to add an event:

    localstorage on item get - and add your action

    the action could be something like : set global variable to LocalStorage.ItemValue

  • There is this third-party-plugin:

  • Please provide a capx, or all we can do is guess..

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  • Yes, there is an easier solution:

    [your triggering event]

    --pick enemy with enemy.iid = 0: destroy

    You're quite right..

    I knew there was something like that, haha..

  • There are probably much easier solutions,

    but workaround for that could be something like this:

    Give the character an instance variable "number"

    character on created

    character set variable "number" = character.count

    character on destroyed

    pick all characters

    (- for each character)

    character set variable "number" - character.number-1

    on x pressed

    system pick by comparison - character.number = 1

    character destroy

  • Looking at the site , I find this very appealing, for having hands-on experience in this field...

    Although I work at high speed , the very quickly in your description sounds a bit too much like "deadline" to me..

    I wish you all the best, because I love the intention.

  • If someone else has to do it, you might want to look into the CSV - to array plugin.

    It takes normal csv files and automatically loads them into an array.

  • If you'd like to implement it in that action it should be something like:

    tokenat(replace(AJAX.LastData, " ", ""),i,";")

    But to make sure it works, you might just want to try setting two text objects;

    one to : replace(AJAX.LastData, " ", "")

    and one to : AJAX.LastData

    to check if the idea actually has the effect I believe it should..