lionz's Recent Forum Activity

  • Yes you can remove the Persist behaviour. What I think you are describing is an inventory that appears on HUD right so making it global is good for this. I don't think you should use both a global layer and global object. When I look at how a global layer works, it deletes and creates new instances between layouts and you don't want this, probably this method is only good for pure UI display and not objects that have values you want to keep. Global objects keep their same position between layout so should work well.

  • Try making the slot objects global. Persist is for when you return to the same layout, not going to the next layout.

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  • Put Base and Torso in a 'Container' (see manual for more info). This means when you create a Base, it will also spawn a Torso, and they will relate to each other in events automatically without having to use variables.

    Also I'm not sure how you created a custom variable called Count, that shouldn't be possible afaik.

  • I use local storage and save a value there. Global variable won't make much sense bceause that would be included in the saved game which means you need to load it first.

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  • You can use a variable on the player, so on the E event for picking, set to true in an action like for example player.hasItem=true. Then on the condition for the E key press event you can say 'if player.hasItem=false', so E only works if they are not carrying an item.

  • That's just how Construct works so I can't see a way around it, you pick instances of an object and apply actions to those instances.

  • If you are applying the same events on multiple objects then this is where Families are useful for grouping objects and applying to Family / all. Instead of separately picking object A and object B by UID, you can pick the Family.

  • You need to know the object type so you can apply the proper actions to it. Why don't you know what object it is ?

  • Not luck, it is running through them in order and finding the first one then stopping. Check to see if the correct ones are changing.

  • You don't need to add those extra conditions as it is already running through every sprite. On the actions for the loop you can add set status to 1 and then use Stop loop if you want it to change just one of them.

  • Do you mean in order of ID so 0 then 1 then 2 ? There is system condition 'for each(ordered)' so it can run through them in order of the ID.

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lionz

Member since 5 Aug, 2013

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