oosyrag's Recent Forum Activity

  • Any Array can be represented as a single string with the Array.AsJSON expression. You can save this string however you want - into a variable, dictionary, localstorage, another array, ect. You can then load it again with the Array Load action.

  • Create ColumnSumVariable

    Repeat Array.Height times - Add Array.At(x,loopindex) to ColumnSumVariable

    Alternative -

    Repeat Array.Height times

    -> System compare values Array.At(X,loopindex) > 0 - Do something

    -> Else - Stop Loop

  • So an array width 4

    x indexes are

    0 | 1 | 2 | 3

    array.width-1 = 3, which would be the last column. Since I pushed to the back of the array.

    If you push to the front of the array, you would simply use 0. I don't remember if I had a particular reason to push to the back...

    As for what it does - After pushing current pick to the back, it only sets the first row value (y0). So I need to move the other values in the other two rows (y1 and y2) as well..

  • Check in the properties bar when selecting the layout from the project bar. There should be a property that allows you to choose the event sheet associated with that layout.

    To create new layouts or event sheets, right click in the project bar.

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  • You're saving the text in text box, which would be whatever the player decides to enter as their name.

    You can add the action go to next layout in the same event.

    Have you done the beginner tutorials?

  • You can have a single event with all the compare tile conditions with different target tiles and right click to turn it into an OR block.

    Edit: Alternatively, you can use the System-General-Is between values condition with the tileat(x,y) condition.

  • Event action:

    System - Set variable to TextBox.Text

  • I would use a variable condition. Assign each menu a unique number, and add variable ActiveMenu. Add the condition ActiveMenu=x so that you can only interact with the currect active menu, if they stack.

    Alternatively, you can just replace the previous menu completely when opening a new one, then you dont have to worry about stacking/overlapping at all. You can save what the previous menu was in a variable as well, for when you need to go back.

  • The Global Text name should just be NameVariable.

    & is used to put strings and expressions together (for when you need to display it later).

    Edit: quick example - https://www.dropbox.com/s/ixxhux3nofbsb ... .capx?dl=0

  • Default name? I imagine you won't actually need to use this variable until after the player has set their name, so it shouldn't be an issue. You could probably leave it blank even if that's the case.

  • Sorry I don't think I'm going to be of much help for troubleshooting, I don't really have any experience in this particular application. I feel like in a bit of an awkward place, like a beginner giving advice to an expert ><

    I hadn't thought about pathfinding, that is going to be quite a lot of work! Even regardless of multiplayer, I don't think there are any easy ways about having multiple floors with pathfinding... Maybe might be of use? Run pathfinding per floor via tilemap, at least to the "exit" or "stairs" to the next floor.

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oosyrag

Member since 20 Feb, 2013

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