LittleStain's Forum Posts

  • You could do it this way

    sprite is visible

    system wait 1second

    sprite set invisible

    system wait 1second

    sprite set visible

  • Well it seems to me this event is triggered every tick, so every tick you are setting invisible and every tick you start the wait one second etcetera..

  • You could either put the origin in a different position so the pupil is at the side of the eye while the origin is at the center, or you could use my example and add the rotaion..

  • without seeing the events and/or the capx, we can only guess..

    You might try destroying the first enemy on start of layout, I guess it's already pathfinding before the obstacle map is regenerated..

  • what is the difference between playing the level directly and in sequence?

    Are there global variables that have changed and have effect?

    Are you using time or tickcounts in your events?

  • I think is actually that part that say "If arrayTextos X size > 5 | pop front on X axis" that would create the effect you want, Mirlas. The idea is that when the text has to many lines already (more than 5) just delete the top one. Try playing with smaller numbers in that command to see what I mean

    As I said before, the capx works perfectly fine..

    When more than 5 texts are entered one is popped and 5 lines remain..

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  • I guess you aren't updating your obstacles for the pathfinding..

    For the object doing the pathfinding the wall is still there, there is no open door..

  • Make the text-object bigger, set the height of texto to 125 or something like that..

    Your capx is working perfectly fine, but the text can not be displayed, because there isn't enough room in the text-object..

    It has nothing to do with the array..

  • Works perfectly if you make your text-object bigger..

    It's not high enough to display the line..

  • As this manual entry states, asjson is a common expresion..

    Many objects have it..

    https://www.scirra.com/manual/133/common-expressions

    The sprite-object itself has an asjson expresion and load from json action, that's why I asked my previous question..

  • What do you mean by ONE OBJECT's data?

    Which data would this be and how are you tracking this data right now?

  • You do know what instance variables are?

    I believe using those would simplify what you are trying to do..

    You probaly wouldn't even need enemypath1 enemypath2 and enemypath3, if they are izn a sense the same object, for 1 2 and 3 could also be defined by a seperate instance variable..

  • if you change it to

    set text to str(var)&var1&var2

    it also works..

    a string should start with a string and not a number..

  • That should not be a big issue..

    Instead of uid, in this case I would give the enemypath an instance variable "number" and the sprite an instance variable "destination"..

    Then you could just set the sprites instance variable to the destination enemypath variable..

    sprite on pathfinding arrived

    sprite add 1 to destination

    (subevent)

    system pick enemypath where enemypath.number = sprite.destination

    sprite find path to enemypath.x,enemypath.y

    or you could set destination to choose(1,2,3) to pick a random enemypath to go to..

    etcetera..