lionz's Recent Forum Activity

  • The actual bug is because on event 102 you say to move Life 3 for an unknown reason when the ship is destroyed.

    Also I would look at using 'Families'. I see you duplicate a lot of enemy code that can be used just once and apply to all enemies with a family.

  • I kind of understand what you want, it's been asked before, but then you've confused matters by saying the bar must be 500 and 1000 width, it can't be both.

  • Add a family instance variable called type. Set any crate on created to be type "crate", any enemy on created to be type "enemy". Run it through the same function so TakeDamage(UID,damageamount,type). Then say if type/function.param(2) = "crate" do such a thing, if type/function.para(2) = "enemy" do another thing.

  • You can upload to dropbox and share the link. This sounds like an easy fix but without your C3 file or screenshot then it'll only be guesswork.

  • It's because in the screenshots above you're setting values in the secondary array every tick so it's constantly setting the array_items_locked values, so deleting them won't do anything. You need to set the items in the second array once only.

  • That should work, I don't see the need for the pop event though so that can be removed.

  • A choose won't work, you need another array with all of the items you can find pushed to it. Then on finding/unlocking an item you choose a random item from that array and push it to your first array. Then you delete the item found in the second array so it cannot be picked again. You should be able to work that out based on the logic that is there already which picks a random item from the first array.

  • Ah okay, because it's a text variable it needs to be if equippedItem = ""

    On event sheet for stage 1 you set it to "" so that needs to be the check, or you can change it to NO_ITEM, doesn't really matter.

  • This tutorial should be enough for saving your game construct.net/en/tutorials/how-to-make-savegames-11

  • Key presses are triggers that trigger once without the need for adding a trigger once. The key press I added is in place of what would be your logic for unlocking the item.

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  • I think what you might be missing here is you can see the array in debug mode, so you can view the list of items and when you press 1 see it added to the list of items.

    It's all in the manual about push but basically the array in your game is a list of found items at co-ordinates 1,0 2,0 3,0 4,0 etc. When you push something at the 'back' you are adding to the list, so when you push it becomes 5,0. Run your game in debug layout, you can see the array there as a list. When you press 1 it is pushed to the array, added to the list. There is not much to it, just think of it is a list and you are adding this item to the bottom.

    When you find an item it is pushed to the array/list. This means it is available to pick from with the picking code, as the picking floor(random(1, array.width)) picks an item from the list. Instead of setting it to a certain value as you did with the default items, push just adds it to the back of the queue.

    1. When you start the game, only the ones set exist, the ones you put in your on start of layout set the default items.

    2.You set the default items. Anything you find/unlock later is pushed to the back

    3. Explained above

  • Ok I've cut down my original file a bit. You don't have any logic to grant a new item and i'm assuming F5 is to mimic a new run? So if you load my file and press 1, you will mimic an unlock of purple helmet and itll be available for future run. 2 is gold helmet etc. Essentially all you do is when you unlock an item, you push it to the array. The array is a list of all found items.

    dropbox.com/s/z52yhok12qd4b3c/arraytest.c3p

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lionz

Member since 5 Aug, 2013

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