gh1337's Recent Forum Activity

  • > + System: Array.At(0,0) ≥ time

    > + System: Trigger once

    > -> System: Create object Sprite on layer 0 at (Array.At(1,0), Array.At(2,0)), create hierarchy: False, template: ""

    only the first object was created and it was created before the timing point.

    It needed to be less than or equal to, but still, this is clearly only capable of spawning a singular object.

    there are multiple entries in the json which need to be executed according to time

  • + System: Array.At(0,0) ≥ time

    + System: Trigger once

    -> System: Create object Sprite on layer 0 at (Array.At(1,0), Array.At(2,0)), create hierarchy: False, template: ""

    only the first object was created and it was created before the timing point.

  • The array reads in the format

    Time (ms), X position, Y position, Instance variable A, Instance variable B

    How do I make it so that when the current time = the time in the first column, an object spawns at X position, Y position with those instance variables?

  • Technically you could have an array with the IDs in one column and the name of the object to create in the next column and then run a function to locate the ID position at X,0 in the array and use 'Create object by name' at X,1.

    I was thinking maybe you could step through the array and have like x,y correlate to a tile position on screen and simply hold the tile number and for each tile number just spawn the 3d object but i have no idea how to actually do either what you said or that

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  • Are you asking for the data to be stored for everyone who plays the game or are you trying to synchronize save files between versions of the same game for one user?

  • I touched a bed and exploded into bones and that's as far as I got

  • Save flags for points of progression, functions that do something after a certain flag has been triggered. It shouldn't be too hard

  • I have a basic tilemap building system where there's a number in a textbox and wherever you left click the tile will correspond with that number in the textbox.

    Tiles 340 to 390 are designated for 3d objects, when you click to place any of those objects, a corresponding 3d object appears ontop of the place where the tile is. If a tile other than 340-390 is being placed in the same spot, an invisible item removes the 3d object and the tilemap is changed to the new ID + new 2d tile image.

    Right now I have two issues.

    1. I want to use the tilemap to spawn 3d objects at the start of the layout.

    Right now if a tile is ID 390 for example on the tilemap before I run the game, the tile will not create a 3d object over it.

    2. When i'm clicking to spawn in each tile, is there a way where I can simply correlate the ID to the object rather than manually say "387 is right wall, 388 is left wall, 389 is bottom wall"

  • In my game from the main menu I want players to be able to select a saved game from one of three slots, but before they do I want to show how many levels have been completed, and display a graphic showing where they are in the game.

    Right now the way the save and load seems to work by default is to save an entire game state, and load that entire game state, which means when trying to load a saved game it will just bring me to that exact point in time where I saved. I want to load into the world map screen I have with all flags and variables related to progression up until that point intact. How would I go about doing this?

  • New to C3 here. How should I go about applying translation strings to text in game?

    For example I'm going to have buttons on the main menu for "Story" "Options" and "Exit", and I'll have text in other layouts that will need to be interchangeable with text in other languages.

    How would I set it up such that I can set the language of the game at the start, save that decision, and then apply alternate language text across the whole game?

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gh1337

Member since 17 Oct, 2018

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