lionz's Recent Forum Activity

  • You should already have the events from the PC version so you can add an OR in the condition and say 'on object tapped'.

  • You can't get remote preview to work? OK send the file I will test it out.

  • Instead of using the slot IID to track its 'ID', use an instance variable on the slot that is set in the editor beforehand that is used to match the co-ord from the array, then only put items in the array not numbers, for testing filling with 1,2,3 can be confusing so use 'sword' 'potion' or whatever.

    So in bag 1 the slot.ID for the 3 slots can be 1 2 and 3, and they read from x=1, 2 and 3 in the array. To 'fill' or assign an item to the slot you can use a string variable on the slot like itemname and it reads from the array indexof(slot.ID) which should be an item.

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  • Hmm then I guess you save each dictionary item into local storage under a key and load it at start of game. Rather than have separate ones you might be able to use an array to pull values from cells which can be saved as one item in json format.

  • Depends what the mix up is, but since you previously used local storage to save/load values into variables then using save game should be more simpler now as it saves all variables in one go. Are the default values wrong?

  • You can use 'save' action, check this out construct.net/en/tutorials/savegames-11

  • Am I missing something or you made the third level impossible ?

  • I use layer locking like you mentioned and selecting in the objects bar you can see where it is.

  • Is because you have several instances that match the condition where id=3 and some have no audio assigned so it picks the blank instance. Make sure that only one of the text objects is true for the id, I can see several where id=3 it is likely the same for id=4 and 7.

  • Also I don't think you need a for loop, do the actions at the very top work or are they also broken ? I think you just need for each F_Store, and add the picking condition as I mentioned and should be ok.

  • From what I can see you've placed the text boxes over the store panels but in terms of code they don't relate to each other. At the moment it looks like because the text doesn't relate to any F_Store it will change all the texts each iteration of the loop and thats why it sets the final value to all.

    When you set text it has to pull the data from the related F_Store object, so this is done with conditions. It could be 'text overlapping F_Store' then it knows which one to choose, or you could set a family instance var on the F_Store object and the text object for IDs which match and then pick in that way where text.ID = F_Store.ID.

  • And those problems are? Please add as much as info as possible when requesting help.

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lionz

Member since 5 Aug, 2013

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