lionz's Recent Forum Activity

  • It's because the bricks don't exist yet as all functions run within the same tick. In construct you have to wait for the next tick before the objects become pickable in the other functions. You can add 'wait for previous actions to complete' between the function calls in MakeGame.

  • Where do you call MakeGame? That's important here. You might call it before the Bricks exist

  • Yeah see my edits above, it is actually working as you want for adding items just that when you remove items they are not removed from the array so there are no empty slots.

  • Seems as designed because I think it uses the one obstacle map for the behaviour. You can add another pathfinding behaviour if you want to do something different.

  • To fix what you requested you need to change the logic for the add item function. You shouldn't base it on slot object matching a slot ID that increases when you add an item. You should instead run a loop for each x to check for an empty slot which is "" in the array and then add the item at the array position 'loopindex', or if it doesn't find "" then the inventory is full.

    edit: looks like you might be doing that already if you remove the slot object condition. The other problem is that using 'give' is not removing items from the array. It looks for an invslot_1.slotID that is not referenced by conditions

  • I would trim this down or start again because it looks highly convoluted for such a simple thing. You're using an array but at the same time have made it all about the visible slot objects. To delete an item of the array should not require that much logic and it's made it super confusing, you will likely encounter more bugs. To delete an item from an array, should be set item at slot_ID,0 to "" when the slot is clicked. There is a lot of variable setting on the slot too, this isn't required either because you're using a slot_ID to gather info from the inventory to use at any time.

  • You can give the object 'Persist' behaviour which means it keeps its state and therefore animation frame when you return to the layout. Or alternatively you can store the frame in a global variable and set it on start of layout.

  • Welcome! I will just explain a few things that I saw.

    The movement controls in your group do not do much, the condition should be 'key is down' rather than 'on key pressed' which is a trigger one event. The platform behaviour has something called 'default controls' which is where the arrow keys work for moving. Because this is enabled it is actually this which is working for the movement and not your events, which is why disabling them has no effect. If you untick 'default controls' on the platform behaviour you can start to simulate your own controls.

    Slash is created at its size in the editor around 24x24 whereas the player object has been adjusted in the layout to be a bit larger so this is why the player is larger than the slash object. You need to adjust its size in the editor or when the object is created. Also you are trying to set an animation from another object, you cannot do this and the animation must be on the slash object.

  • I guess so, it needs to face the right way. You'll have to use both then.

  • Ah I see so the animations for left and right are different. Due to this I guess you drop mirror and just set animation. You can flip the left ones in the image editor. Then just make sure image points are correct across all animations. I saw you had a lot of mirror events, in my experience too many can cause bugs further down the line with many enemies on screen. You may come across some bugs later on with enemies acting strangely.

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  • It's because you're making use of mirror and also have animations for right and left, this doesn't make much sense. You should have one idle and one walk animation and mirror the object only. When you change animations but also mirror, it moves the image points to the opposite side which only affects the C equipment and what is happening here. So what you're seeing is a left animation that looks left, then a mirrored right animation that looks left but has the image points in the same place so the pinned objects will appear on the wrong side.

  • You don't detect the letter, just the person that is speaking. You can assign them an ID and when they speak use that ID and play a sound, or so I can decipher from the info given.

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lionz

Member since 5 Aug, 2013

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