lionz's Recent Forum Activity

  • Make use of 'Containers'. If you put the enemy and health bar in a container, they will be created together when you say create Enemy. They are also destroyed together. So when you destroy Enemy, the health bar instance linked to that Enemy will be destroyed. This avoids any convoluted picking as they are always related.

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  • Can you explain further? Not sure what you mean.

  • When you say 'set the choose a random instance' did you use system pick a random instance? That should work, though make sure it is only triggering once and not all the time or it will look like it's picking all of them.

  • Is the text just set on the object in the layout? You'll need to set text 'on start of layout' for each button. Since you already have change text logic when you change the button it shouldn't be too difficult.

  • You can have it off screen in the same layout or go to a new layout. Save/load I don't see any reason to use that.

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  • Use more layers and you see the padlock icon next to the layer name you can use this to lock a layer so objects on it cannot be selected.

  • Both of the conditions 'on item missing' and 'on item exists' only run after you have run the action 'Check item exists' which you didn't use.

    I assume you are using clear storage for testing purposes. So you can start by adding 'check item exists' action to run 'on storage cleared'. Normally you would do this on start of layout.

  • Your school really tasked you with that? To try and recreate a 3D game on your own that was made by a company of 700+ people. Good luck! Battle systems can be complex, you could have enemies with different states (variables) and use line of sight. When they are in range they would go to attack mode, otherwise they are in an idle movement mode.

  • Try it again as sometimes there are temporary problems with the build server. If it is still failing then send the logs to Construct support and maybe they can help.

  • This sounds easy to do but I guess no one responded because the phrasing is confusing, too many questions and it's not totally clear what you want.

  • On that second block I think pickedslot should be slot.UID ? Assuming that is being used to set the item back to it.

    When you drop item onto slot you need to pick the other item already in the slot, so I would start using a variable on the slot which contains the current item UID.

    Then for this I would use a function as it's easier to open up picking again and pass through as a parameter the slot.variable I mentioned (which is the UID of the item already in it).

    In the function say pick item where UID = param, and set position to picked_slot. This moves out the old item. After this you will need to run the logic that sets the slot.variable for both slots to the item that is in it, this could be another function that you call when dropping items.

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lionz

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