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  • The enemy is on a HUD layer with parallax 0,0. Probably it needs to be on the Game layer?

  • Do you mean the attack animation? The criteria for walk animation is always true so it's not going to play attack.

  • You can check out all the info in the manual or example project files, also there are tutorials. In general you select the array object and use compare x,y to locate values. Array.at(x,y) targets specific values.

    For example if you have array1 and array2. You can set the first value in array 2 to the first value in array 1 by selecting array2 object in events and saying set 0,0 to array1.at(0,0)

  • No problem, the Z elevation is something different for adjusting the object on the Z axis, that's why it appears to move in relation to the bullet. The feature is for making 3D games; more about it in the manual.

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  • Your ship has a Z elevation of 10

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  • Ah ok it had no event sheet assigned that also makes sense, think someone would've worked it out if you shared it but that's good you solved it yourself well done :)

  • Instead of Persist you are probably looking for global items or a global layer. This way the objects would continue between layouts. The global layer is more for a HUD or UI if the inventory acts like this. Making the inventory slots themselves 'global' by ticking the box in the properties means they will travel between layouts. Don't use both the layer and global object, pick one style.

    In general though you should be using Arrays. There is a tutorial here although it might be a bit scary to look at if you are new to them. construct.net/en/tutorials/building-rpg-style-inventory-2499/programming-inventory-setup-4

    Think of the array like a list or table of items and the rows are slots for storing them, columns would be data related to the item like name or amount. It gives you less of a physical style inventory and more of a storage that you can manipulate with events, you have more control with that.

  • Under tutorials section there is something but essentially you can use system 'save' and 'load' which is just like a save slot, and for example the user's highest ever score would be stored in some global variables.

    Whenever a player finishes a game, with events you could compare the end score variable that you have now with their high score variable and if the new one is faster then update the high score variables, and then 'save' to a save slot. Whenever the user launches the game again you 'load' from the save slot.

    Or you can save the score to local storage, this is like saving and loading single data rather than the full game. The method depends on what is more useful for your type of game.

  • No problem. Local storage (or save/load game) you would need to use if you were saving the user's high score for the next time they launch the game/app.

  • Replace the local variables with global variables. When the game ends and the variables stop increasing you have the data saved in global variables. The set text action would instead use the global variables and you can display the end time on any layout.

  • That is strange. Only thing to do is share a link to project file so someone can take a look.

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lionz

Member since 5 Aug, 2013

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