lionz's Recent Forum Activity

  • You need to share the event where you actually pause the game for this to make sense. What is 'Pause' ? this is the pause menu or the pause button ?

  • If you right-click and invert the event this will act as a 'mouse not hovering button' event as noted by the red cross. For hovering with touch that's not really a thing is it, you just have 'in touch' which is finger touching the button

  • Need to see the events, screenshot or file

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  • Why does the position of the questions matter and have to be different depending on the scene? In the video you shared the questions looks like they are on their own screen so you can just point the camera there every time ? Also you shared a successful example, so it's working ?

  • That's not bad either! You just need to remove the Else and bring the second event out of a sub event on its own. With the two separate events I think you should see it working.

  • There are different approaches. You could add an instance variable on the bullet to track where its spawned from so in your spawn bullet event directly under the spawn action you can set the bullet.var to tower.UID (the tower picked will be the one that is spawning the bullet)

    Now that the bullet has the UID of the spawning tower attached, on the collision with tower event you can add another condition bullet.var does not equal tower.UID, meaning the bullet will not be destroyed by the tower spawning it.

    As for being destroyed by the spawning tower later there are couple of ways. I used bouncing bullets in my game and I used another variable that tracks the number of bounces, so again on that same collision with tower event, with an action you can add 1 to this new numBounces var. Then you could add an event like if bounce > 0 set bullet.var (the UID check) to 9999 means it will now be destroyed when colliding with the spawning tower.

    There may be a simple way to do this with parent/child hierarchy but I've not used that functionality.

  • nice! :)

  • It's not working from your file either IF you have no save data so that's the problem. You have no logic for when a brand new user clicks on Play, you need some events that detect if there is a save game and load it but if not then start a new game.

    You can check out this tutorial : construct.net/en/tutorials/savegames-11

    In there it details the method normally used where if the player saves the game at any point you can save a local storage key. Then on your first game screen you first check if the local storage key exists (means they have a save game) then you enable a continue button and clicking this will load the save slot. If the key does not exist this means they are a new player and the only option would be to start a new game.

  • Going to need a bit more information to go off ya

  • Is the scroll to disabling ? It could be a problem with event sheet, if the sheet is not linked to the layout in properties then the events will not be seen/read. Because you said 'another layout' it could be that this next layout is not hooked up to the sheet.

    If the sheet is assigned as expected then look for multiple sheets that work with that layout and see if you have other events that enable the 8 direction back again and are being triggered.

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  • It depends on how you've implemented the floors to begin with and also what kind of data is stored in a 'floor'. Assuming you've not made the floors yet, you could use an approach with instance variables, for example different variables for each floor 1,2,3,4.

    For 1) then you can say e.g. if 2 is clicked/removed, set 2 to the value in 3, set 3 to the value in 4 and set 4 to <empty> etc

    for 2) e.g. if 2 is clicked and 'occupied', then you check if 3 is 'empty', if so you set 3 to the value of 2, and set 2 to the new value. if 3 is 'occupied' then do nothing.

    Another approach especially if it is going to have a crazy amount of floors or it is going to be only a single tower in the game then it might be better to use an array, for 1) if you delete a row, the others shift down automatically, for 2) you can check the next room etc as mentioned above.

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lionz

Member since 5 Aug, 2013

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