lionz's Recent Forum Activity

  • This looks like something where you didn't need to use an array. I can't work out what you mean from the description though, maybe you could draw it or share something?

  • Assuming the object is destroyed when it explodes you can do :

    on X pressed with condition global var=0 : action=spawn grenade and set global var=1

    on grenade destroyed: set global var=0

    The problem with that is you are counting on it to be destroyed and may come across bugs when it doesn't get destroyed or something.

    You can also use a timer if that is relevant :

    on X pressed with condition timer=0 (on another object not the grenade) : spawn grenade, start timer

    Note you can't use the object for timer condition, use system compare 2 values, object.timer.currenttime("timername")=0

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  • I would've done it a bit differently, just had one tile object where you change its type based on another instance variable. I'm not sure what your logic is for picking the starting (assumed player overlapping) and destination tiles, so cannot really see the problem.

  • Check this and the section on 'Changing the project after saving'. construct.net/en

  • Try a simpler game idea ^^. You can store the position of planets in an array. As for the on planet gameplay, it depends what type of game it is but everything I see about procedural generation includes the use of arrays so you'll most likely have to use them eventually.

    Maybe you should chat with this guy: construct.net/en/forum/construct-2/your-construct-2-creations-23/dark-ages-spatial-roguelike-rt-141827

  • Well the method doesn't really work for a game. If you load slot 1, then you have some planets. If you load slot 2 then you have some other random planets. But if you load slot 1 and play it and you have things like player health or items, then you load slot 2, you don't have this health or items it's a different game so it won't be continuous.

    It is a complex game, especially if you want it in one layout. Even if you store planet co-ords in an array and spawn the planets again based on these, you also need to store what happens when you enter one of these planets and then load that data too.

  • Well this looks like something different, it is loading a save slot each time so it would be a different game and you couldn't share data across it. Looks like you will need arrays for this to store generated data, I would start learning from the manual and tutorials.

  • So you don't have a game yet? I thought you were just asking how to retain data that you already made. Sorry, I don't have time to make such an example as creating many worlds in a single layout with random generation. That's not really a simple thing to ask for.

  • Yes you can release a new version. Are you asking how to do it, or simply asking if you can do it? You would follow the steps you used for the original version then create a new version in iTunes Connect console and submit. In terms of the game itself, I think you need to careful about what you change if you have save data but anything else should be fine to update.

  • Also One of my goal is to make vector images of missing children. You see there image on the news and you just want to make it better for some reason coping mechanism I guess. I guess I'm weird.

    Wut.

    The art looks interesting though.

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lionz

Member since 5 Aug, 2013

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